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

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

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

<static> getRGB(color) → {object} Return the component

2025-01-10 15:47:30
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
ArraySet#exists()
  • References/Game Development/Phaser/Utils/ArraySet

exists(item) → {boolean} Checks for the item within this list. Parameters

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

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

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

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

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

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

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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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