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

<static> blendDarken(a, b) → {integer} Selects the darker

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

<static> componentToHex(color) → {string} Return a string

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

soundInfo(sound, x, y, color) Render Sound information, including decoded state, duration, volume and

2025-01-10 15:47:30
Utils.Debug#currentX
  • References/Game Development/Phaser/Utils/Utils.Debug

currentX : number The current X position the debug information will be rendered at. Source

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

<static> getProperty(obj, prop) → {*} Gets an objects

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

font : string The font that the debug information is rendered in. Default

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

<static> RGBtoHSV(r, g, b, out) → {object}

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

<static> blendLinearBurn(a, b) → {integer} An alias for

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

spriteInfo(sprite, x, y, color) Render debug infos (including name, bounds info, position and some other

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

quadTree(quadtree, color) Visually renders a QuadTree to the display. Parameters

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