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

game : Phaser.Game A reference to the currently running Game

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

<static> valueToColor(value, out) → {object}

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

<static> setProperty(obj, prop) → {object} Sets an objects

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ArraySet#getByKey()
  • References/Game Development/Phaser/Utils/ArraySet

getByKey(property, value) → {any} Gets an item from the set based on the property strictly equaling

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

bmd : Phaser.BitmapData In WebGL mode this

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

body(sprite, color, filled) Render a Sprites Physics body if it has one

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

total : integer Number of items in the ArraySet. Same as list.length. Source

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

<static> blendExclusion(a, b) → {integer} Produces an

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

<static> blendNegation(a, b) → {integer} Negation blend

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ArrayUtils#numberArrayStep()
  • References/Game Development/Phaser/Utils/ArrayUtils

numberArrayStep(start, end, step) → {Array}

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