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

blendDifference() → {Phaser.BitmapData}

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

blendLuminosity() → {Phaser.BitmapData}

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

replaceRGB(r1, g1, b1, a1, r2, g2, b2, a2, region) → {

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

beginFill(color, alpha) → {PIXI.Graphics}

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

getPixelRGB(x, y, out, hsl, hsv) → {object}

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

move(x, y, wrap) → {Phaser

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

blendSourceIn() → {Phaser.BitmapData}

2025-01-10 15:47:30