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

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code:

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

copyTransform(source, blendMode, roundPx) → {

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

[readonly] previousPosition : Phaser.Point

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

destroy(destroyChildren) Destroy this Graphics instance. Parameters

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

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend

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

blendScreen() → {Phaser.BitmapData}

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