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

drawRoundedRect(x, y, width, height, radius) Parameters Name Type Description

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

extract(destination, r, g, b, a, resize, r2, g2,

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

add(object) → {Phaser.BitmapData}

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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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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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