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

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

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

[readonly] previousPosition : Phaser.Point

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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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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)

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

blendAdd() → {Phaser.BitmapData}

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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)

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

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

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