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

blendSoftLight() → {Phaser.BitmapData}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

blendDestinationOut() → {Phaser.BitmapData}

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

type : number The const type of this object. Source code:

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

alignIn(container, position, offsetX, offsetY)

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

body : Phaser.Physics.Arcade.Body |

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

bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI

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