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

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

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

<static> fromRGBA(rgba, out) → {object}

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

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

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

<static> blendNormal(a, b) → {integer} Blends the source

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

<static> blendHardMix(a, b) → {integer} Runs blendVividLight

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

ropeSegments(rope, color, filled) Renders the Rope's segments. Note: This

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

prev : Object Previous element in the list. Source code:

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

currentY : number The current Y position the debug information will be rendered at. Source

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LinkedList#callAll()
  • References/Game Development/Phaser/Utils/LinkedList

callAll(callback) Calls a function on all members of this list, using the member as the context for the callback.The function

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

<static> pad(str, len, pad, dir)

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