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

blendHardLight() → {Phaser.BitmapData}

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

removeChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
BitmapData#blendSoftLight()
  • References/Game Development/Phaser/Graphics/BitmapData

blendSoftLight() → {Phaser.BitmapData}

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

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

2025-01-10 15:47:30
BitmapData#alphaMask()
  • References/Game Development/Phaser/Graphics/BitmapData

alphaMask(source, mask, sourceRect, maskRect) →

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

copy(source, x, y, width, height

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

world : Phaser.Point The world coordinates of this

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

blendColorDodge() → {Phaser.BitmapData}

2025-01-10 15:47:30
Graphics#cameraOffset
  • References/Game Development/Phaser/Graphics/Graphics

cameraOffset : Phaser.Point The x/y coordinate offset

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