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

new ArrayUtils() Utility functions for dealing with Arrays. Source code:

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ArrayUtils.removeRandomItem()
  • References/Game Development/Phaser/Utils/ArrayUtils

<static> removeRandomItem(objects, startIndex, length) → {object}

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

<static> blendPinLight(a, b) → {integer} If the backdrop

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

reset() Removes all the items. Source code:

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

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

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

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

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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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