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

getPixels(rect) → {ImageData} Gets all the pixels from the region specified by the given Rectangle

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RenderTexture#resize()
  • References/Game Development/Phaser/Graphics/RenderTexture

resize(width, height, updateBase) Resizes the RenderTexture. Parameters

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

shadow(color, blur, x, y) → {

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

fillAlpha : number The alpha value used when filling the Graphics object. Inherited

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

blendDestinationOut() → {Phaser.BitmapData}

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

blendDestinationIn() → {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#textureFrame
  • References/Game Development/Phaser/Graphics/BitmapData

textureFrame : Phaser.Frame The Frame this BitmapData

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

blendHardLight() → {Phaser.BitmapData}

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