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

blendMultiply() → {Phaser.BitmapData}

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

destroy() Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use.

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

new Graphics(game, x, y) A Graphics object is a way to draw primitives to

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

text(text, x, y, font, color, shadow) → {

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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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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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