BitmapData#setPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

setPixel32(x, y, red, green, blue, alpha, immediate) → {

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

blendLighten() → {Phaser.BitmapData}

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

addChild(child) → {DisplayObject}

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

body : Phaser.Physics.Arcade.Body |

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

line(x1, y1, x2, y2, color, width) → {

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

drawFull(parent, blendMode, roundPx) → {

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

isMask : boolean Whether this shape is being used as a mask. Inherited

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

alignIn(container, position, offsetX, offsetY)

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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