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

type : number Base Phaser object type. Source code:

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

blendSourceOver() → {Phaser.BitmapData}

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

blendDarken() → {Phaser.BitmapData}

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

frame :Rectangle The framing rectangle of the render texture Inherited

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

blendXor() → {Phaser.BitmapData}

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

setHSL(h, s, l, region)

2025-01-10 15:47:30
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

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

postUpdate() Automatically called by World Source code:

2025-01-10 15:47:30