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

<static> blendScreen(a, b) → {integer} Multiplies the

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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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ArrayUtils.transposeMatrix()
  • References/Game Development/Phaser/Utils/ArrayUtils

<static> transposeMatrix(array) → {Array.<Array.<any>>}

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ArrayUtils.rotate()
  • References/Game Development/Phaser/Utils/ArrayUtils

<static> rotate(array) → {any} This method is deprecated and should not be used

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

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

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ArrayUtils.findClosest()
  • References/Game Development/Phaser/Utils/ArrayUtils

<static> findClosest(value, arr) → {number} Snaps a value

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LinkedList#add()
  • References/Game Development/Phaser/Utils/LinkedList

add(item) → {object} Adds a new element to this linked list. Parameters

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

<static> blendLinearLight(a, b) → {integer} This blend

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

<static> getRandomColor(min, max, alpha)

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

<static> blendColorBurn(a, b) → {integer} Darkens the

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