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

imageData :ImageData The context image data.Please note that a call to BitmapData.draw() or BitmapData.copy() does not update

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

blendColorDodge() → {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#bezierCurveTo()
  • References/Game Development/Phaser/Graphics/Graphics

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

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

removeChildAt(index) → {DisplayObject}

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

render(displayObject, matrix, clear) This function will draw the display

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

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

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

clear(x, y, width, height)

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