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

<static> blendGlow(a, b) → {integer} Glow blend mode

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

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

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

<static> hueToColor(p, q, t) → {number} Converts a hue

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

first :any Returns the first item and resets the cursor to the start. Source

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

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

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

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

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

inputInfo(x, y, color) Render debug information about the Input object. Parameters

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

numberArray(start, end) → {Array.<number>} Create an array representing the inclusive range

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

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

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