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

preUpdate() Automatically called by World.preUpdate. Source code:

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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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RenderTexture#getImage()
  • References/Game Development/Phaser/Graphics/RenderTexture

getImage() → {Image} Will return a HTML Image of the texture Returns

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

smoothProperty : string The context property needed for smoothing this Canvas. Source

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

update(x, y, width, height)

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RenderTexture#renderRawXY()
  • References/Game Development/Phaser/Graphics/RenderTexture

renderRawXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

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

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