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

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

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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

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

randomChoice(choice1, choice2) → {any} Choose between one of two values randomly. Parameters

2025-01-10 15:47:30
Color.blendExclusion()
  • References/Game Development/Phaser/Utils/Color

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

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

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

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

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

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

<static> HSVtoRGB(h, s, v, 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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