Graphics#clear()
  • References/Game Development/Phaser/Graphics/Graphics

clear() → {PIXI.Graphics}

2025-01-10 15:47:30
Graphics#physicsType
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] physicsType : number The const physics body type of this object.

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Graphics#fresh
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
Graphics#blendMode
  • References/Game Development/Phaser/Graphics/Graphics

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend

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Graphics#lineTo()
  • References/Game Development/Phaser/Graphics/Graphics

lineTo(x, y) → {PIXI.Graphics}

2025-01-10 15:47:30
BitmapData#moveH()
  • References/Game Development/Phaser/Graphics/BitmapData

moveH(distance, wrap) → {Phaser

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BitmapData#getPixel()
  • References/Game Development/Phaser/Graphics/BitmapData

getPixel(x, y, out) → {object} Get the color of a specific pixel in

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Graphics#outOfCameraBoundsKill
  • References/Game Development/Phaser/Graphics/Graphics

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

2025-01-10 15:47:30
BitmapData#blendColorBurn()
  • References/Game Development/Phaser/Graphics/BitmapData

blendColorBurn() → {Phaser.BitmapData}

2025-01-10 15:47:30
Graphics#moveTo()
  • References/Game Development/Phaser/Graphics/Graphics

moveTo(x, y) → {PIXI.Graphics}

2025-01-10 15:47:30