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

getIndex(item) → {integer} Gets the index of the item in the list, or -1 if it isn't in the list

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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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