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

<static> blendAverage(a, b) → {integer} Takes the average

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

canvas :HTMLCanvasElement The canvas to which Debug calls draws. Source code:

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

<static> hexToColor(hex, out) → {object}

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

<static> parseDimension(size, dimension) → {number} Get

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

<static> getBlue(color) → {number} Given a native color

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

<static> toABGR(r, g, b, a) → {number} Converts RGBA

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

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background

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

<static> blendSubtract(a, b) → {integer} Combines the

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

<static> blendAdd(a, b) → {integer} Adds the source and

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

<static> HSVColorWheel(s, v) → {array}

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