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

canvas :HTMLCanvasElement The canvas to which this BitmapData draws. Source

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

blendReset() → {Phaser.BitmapData}

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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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

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

[readonly] children : Array.<Displa

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

endFill() → {PIXI.Graphics}

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

cls() Clears the BitmapData context using a clearRect. Source code:

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

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

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