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.

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

drawGroup(group, blendMode, roundPx) → {

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

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

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

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

2025-01-10 15:47:30
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

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

[readonly] previousPosition : Phaser.Point

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

blendSourceAtop() → {Phaser.BitmapData}

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

trim :Rectangle The texture trim data. Inherited From

2025-01-10 15:47:30