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

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

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

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

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

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

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

setAll(key, value) Sets the property key to the given value on all members of this list. Parameters

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

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

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

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

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