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

debug : boolean A debug flag designed for use with Game.enableStep.

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

drawShape(shape) → {PIXI.GraphicsData}

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

blendAdd() → {Phaser.BitmapData}

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

height : number The height of the BitmapData in pixels. Source code:

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

dirty : boolean If dirty this BitmapData will be re-rendered. Source code:

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

addChildAt(child, index) → {DisplayObject}

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

moveH(distance, wrap) → {Phaser

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