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

processPixelRGB(callback, callbackContext, x, y, width, hei

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

blendColorBurn() → {Phaser.BitmapData}

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

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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

destroy(destroyChildren) Destroy this Graphics instance. Parameters

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

trim :Rectangle The texture trim data. Inherited From

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

[readonly] physicsType : number The const physics body type of this object.

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