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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

generateTexture(resolution, scaleMode, padding)

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

getBounds(rect) → {Phaser.

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

destroyCachedSprite() Destroys a previous cached sprite. Inherited From

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

destroy(destroyBase) Destroys this texture Parameters Name

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

key : string | Phaser.RenderTexture |

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

game : Phaser.Game A reference to the currently running game

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

blendSaturation() → {Phaser.BitmapData}

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

fill(r, g, b, a) → {Phaser

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