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

<static> HSLColorWheel(s, l) → {array}

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

add(item) → {any} Adds a new element to the end of the list.If the item already exists in

2025-01-10 15:47:30
Utils.parseDimension()
  • References/Game Development/Phaser/Utils/Utils

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

2025-01-10 15:47:30
Color.blendHardMix()
  • References/Game Development/Phaser/Utils/Color

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

2025-01-10 15:47:30
Utils.Debug#box2dBody()
  • References/Game Development/Phaser/Utils/Utils.Debug

box2dBody(sprite, color) Renders 'debug draw' data for the given Box2D body.This uses the standard

2025-01-10 15:47:30
Color.blendNormal()
  • References/Game Development/Phaser/Utils/Color

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

2025-01-10 15:47:30
Utils.Debug#ropeSegments()
  • References/Game Development/Phaser/Utils/Utils.Debug

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

2025-01-10 15:47:30
LinkedList#reset()
  • References/Game Development/Phaser/Utils/LinkedList

reset() Resets the first, last, next and previous node pointers in this list. Source

2025-01-10 15:47:30
Utils.pad()
  • References/Game Development/Phaser/Utils/Utils

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30