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

blendMultiply() → {Phaser.BitmapData}

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

key : string | Phaser.RenderTexture |

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RenderTexture#requiresReTint
  • References/Game Development/Phaser/Graphics/RenderTexture

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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RenderTexture#getBase64()
  • References/Game Development/Phaser/Graphics/RenderTexture

getBase64() → {String} Will return a base64 encoded string of this texture. It works by calling

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

getBounds(rect) → {Phaser.

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

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and

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

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.

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

pixels :Uint32Array An Uint32Array view into BitmapData.buffer. Source code:

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

destroyCachedSprite() Destroys a previous cached sprite. Inherited From

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