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

moveV(distance, wrap) → {Phaser

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

copyRect(source, area, x, y, alpha, blendMode, roundPx)

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

new RenderTexture(game, width, height, key, scaleMode

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

processPixel(callback, callbackContext, x, y, width, height

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

new BitmapData(game, key, width, height, skipPool)

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

blendExclusion() → {Phaser.BitmapData}

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BitmapData.getTransform()
  • References/Game Development/Phaser/Graphics/BitmapData

<static> getTransform(translateX, translateY, scaleX, scaleY, skewX, skewY) → {object}

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

circle(x, y, radius, fillStyle) → {

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