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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

getFirstPixel(direction) → {object} Scans the BitmapData, pixel by

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

game : Phaser.Game A reference to the currently running Game

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

textureFrame : Phaser.Frame The Frame this BitmapData

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

game : Phaser.Game A reference to the currently running game

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

shadow(color, blur, x, y) → {

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

input : Phaser.InputHandler | null The

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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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