Utils.Debug#box2dWorld()
  • References/Game Development/Phaser/Utils/Utils.Debug

box2dWorld() Renders 'debug draw' data for the Box2D world if it exists.This uses the standard debug drawing feature of Box2D

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

spriteInputInfo(sprite, x, y, color) Render Sprite Input Debug information. Parameters

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

<static> extend(deep, target) → {object} This is a slightly

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

context :CanvasRenderingContext2D The 2d context of the canvas. Source code:

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

spriteBounds(sprite, color, filled) Renders the Sprites bounds. Note: This

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

<static> blendPhoenix(a, b) → {integer} Phoenix blend

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

new LinkedList() A basic Linked List data structure. This implementation modifies the prev and next

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Color#Color
  • References/Game Development/Phaser/Utils/Color

new Color() The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.

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

<static> getColor(r, g, b) → {number} Given 3 color values

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

spriteCoords(sprite, x, y, color) Renders the sprite coordinates in local, positional and world space

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