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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

blendOverlay() → {Phaser.BitmapData}

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

shiftHSL(h, s, l, region)

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

updateLocalBounds() Update the bounds of the object Inherited From

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

render() → {Phaser.BitmapData}

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

blendHue() → {Phaser.BitmapData}

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

width : number The width of the BitmapData in pixels. Source code:

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

resolution : number The Resolution of the texture. Inherited From

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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