BitmapData#getPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

getPixel32(x, y) → {number} Get the color of a specific pixel including its alpha value.If

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

blendSourceAtop() → {Phaser.BitmapData}

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

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

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

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

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

blendColor() → {Phaser.BitmapData}

2025-01-10 15:47:30