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

key : string The key of the BitmapData in the Cache, if stored there. Source

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

lineTo(x, y) → {PIXI.Graphics}

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

moveH(distance, wrap) → {Phaser

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

addChildAt(child, index) → {DisplayObject}

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

valid : boolean Inherited From

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

blendSourceAtop() → {Phaser.BitmapData}

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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

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

update(x, y, width, height)

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