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

drawGroup(group, blendMode, roundPx) → {

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

draw(source, x, y, width, height,

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

lineColor : string The color of any lines drawn. Inherited From

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

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

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

blendScreen() → {Phaser.BitmapData}

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

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

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

drawShape(shape) → {PIXI.GraphicsData}

2025-01-10 15:47:30