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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

drawGroup(group, blendMode, roundPx) → {

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

blendColorBurn() → {Phaser.BitmapData}

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

blendScreen() → {Phaser.BitmapData}

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BitmapData#ctx
  • References/Game Development/Phaser/Graphics/BitmapData

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code:

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

update(x, y, width, height)

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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RenderTexture#isTiling
  • References/Game Development/Phaser/Graphics/RenderTexture

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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RenderTexture#renderRawXY()
  • References/Game Development/Phaser/Graphics/RenderTexture

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

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