Color.getAlpha()
  • References/Game Development/Phaser/Utils/Color

<static> getAlpha(color) → {number} Given a native color

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Color.interpolateColorWithRGB()
  • References/Game Development/Phaser/Utils/Color

<static> interpolateColorWithRGB(color, r, g, b, steps, currentStep) → {number}

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Utils.Debug#dirty
  • References/Game Development/Phaser/Utils/Utils.Debug

dirty : boolean Does the canvas need re-rendering? Source code:

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Utils.Debug#sprite
  • References/Game Development/Phaser/Utils/Utils.Debug

sprite : Phaser.Image If debugging in WebGL mode we

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ArraySet#ArraySet
  • References/Game Development/Phaser/Utils/ArraySet

new ArraySet(list) ArraySet is a Set data structure (items must be unique within the set) that also maintains

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ArraySet#list
  • References/Game Development/Phaser/Utils/ArraySet

list : Array.<any> The backing array. Type Array.<any>

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Color.hexToRGB()
  • References/Game Development/Phaser/Utils/Color

<static> hexToRGB(hex) → {number} Converts a hex string

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Color.getRandomColor()
  • References/Game Development/Phaser/Utils/Color

<static> getRandomColor(min, max, alpha)

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Utils.mixinPrototype()
  • References/Game Development/Phaser/Utils/Utils

<static> mixinPrototype(target, mixin, replace) Mixes in an

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Utils.Debug#bodyInfo()
  • References/Game Development/Phaser/Utils/Utils.Debug

bodyInfo(sprite, x, y, color) Render a Sprites Physic Body information. Parameters

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