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

getBounds() → {Rectangle} Retrieves the bounds of the graphic shape as a rectangle object

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

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

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

key : string The key of the RenderTexture in the Cache, if stored there. Source

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

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

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

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited

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

blendDestinationOver() → {Phaser.BitmapData}

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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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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