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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the graphic shape as a rectangle

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

generateTexture(resolution, scaleMode, padding)

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

load(source) → {Phaser.BitmapData}

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

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

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

data :Uint8ClampedArray A Uint8ClampedArray view into BitmapData.buffer.Note that this is unavailable in some browsers (such

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