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

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

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

key : string | Phaser.RenderTexture |

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

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

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

frameData : Phaser.FrameData The FrameData

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

[readonly] children : Array.<Displa

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