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

2025-01-10 15:47:30
BitmapData#load()
  • References/Game Development/Phaser/Graphics/BitmapData

load(source) → {Phaser.BitmapData}

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

pixels :Uint32Array An Uint32Array view into BitmapData.buffer. Source code:

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

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

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

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

2025-01-10 15:47:30
BitmapData#blendSourceOut()
  • References/Game Development/Phaser/Graphics/BitmapData

blendSourceOut() → {Phaser.BitmapData}

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