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

addToWorld(x, y, anchorX, anchorY, scaleX

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

textureLine(line, image, repeat) → {

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

blendDarken() → {Phaser.BitmapData}

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

baseTexture : PIXI.BaseTexture The

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

type : number The const type of this object. Source code:

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

postUpdate() Automatically called by World Source code:

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

setPixel(x, y, red, green, blue, immediate) → {

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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