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

blendColorBurn() → {Phaser.BitmapData}

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

draw(source, x, y, width, height,

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

valid : boolean Inherited From

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

renderRawXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

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

clear() → {PIXI.Graphics}

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

2025-01-10 15:47:30