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

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

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

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

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

postUpdate() Automatically called by World Source code:

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

disableTextureUpload : boolean If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its

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

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}

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

drawCircle(x, y, diameter) → {PIXI.Graphics}

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

events : Phaser.Events All Phaser Game Objects

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

circle(x, y, radius, fillStyle) → {

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

drawEllipse(x, y, width, height) → {PIXI.Graphics}

2025-01-10 15:47:30