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

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

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

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

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

geom(object, color, filled) Renders a Rectangle. Parameters

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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

2025-01-10 15:47:30
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

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

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

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ArraySet#list
  • References/Game Development/Phaser/Utils/ArraySet

list : Array.<any> The backing array. Type Array.<any>

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

<static> getGreen(color) → {number} Given a native color

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

reset() Clears the Debug canvas. Source code:

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