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

blendMultiply() → {Phaser.BitmapData}

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

load(source) → {Phaser.BitmapData}

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

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

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

destroy(destroyBase) Destroys this texture Parameters Name

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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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