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

<static> toRGBA(r, g, b, a) → {number} A utility to convert

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

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

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

<static> blendReflect(a, b) → {integer} Reflect blend

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

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

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

<static> getWebRGB(color) → {string} Returns a CSS friendly

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

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

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

<static> unpackPixel(rgba, out, hsl, hsv)

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

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

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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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