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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

drawGroup(group, blendMode, roundPx) → {

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

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {

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

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

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

blendColorBurn() → {Phaser.BitmapData}

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

moveTo(x, y) → {PIXI.Graphics}

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

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

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

smoothProperty : string The context property needed for smoothing this Canvas. Source

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