ArrayUtils.rotateMatrix()
  • References/Game Development/Phaser/Utils/ArrayUtils

<static> rotateMatrix(matrix, direction) → {Array.<Array.<any>>}

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

<static> blendVividLight(a, b) → {integer} This blend

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

<static> HSLtoRGB(h, s, l, out) → {object}

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LinkedList#next
  • References/Game Development/Phaser/Utils/LinkedList

next : Object Next element in the list. Source code:

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

destroy() Destroy this object. Source code:

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

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

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Utils#chanceRoll()
  • References/Game Development/Phaser/Utils/Utils

chanceRoll(chance) → {boolean} Generate a random bool result based on the chance value. Returns

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

cameraInfo(camera, x, y, color) Render camera information including dimensions and location.

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

<static> blendDifference(a, b) → {integer} Subtracts

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

<static> HSLColorWheel(s, l) → {array}

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