blendHardLight() → {Phaser.BitmapData}
removeChildAt(index) → {DisplayObject}
blendSoftLight() → {Phaser.BitmapData}
render(displayObject, matrix, clear) This function will draw the display
alphaMask(source, mask, sourceRect, maskRect) →
[readonly] previousRotation : number The rotation the Game Object was in set to in the previous
copy(source, x, y, width, height
world : Phaser.Point The world coordinates of this
blendColorDodge() → {Phaser.BitmapData}
cameraOffset : Phaser.Point The x/y coordinate offset
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