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

frameData : Phaser.FrameData The FrameData

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

blendDestinationOver() → {Phaser.BitmapData}

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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#renderer
  • References/Game Development/Phaser/Graphics/RenderTexture

renderer : PIXI.CanvasRenderer |

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

add(object) → {Phaser.BitmapData}

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

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

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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