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

drawGroup(group, blendMode, roundPx) → {

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

blendScreen() → {Phaser.BitmapData}

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

key : string The key of the BitmapData in the Cache, if stored there. Source

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

blendColorBurn() → {Phaser.BitmapData}

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

smoothProperty : string The context property needed for smoothing this Canvas. Source

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

blendAdd() → {Phaser.BitmapData}

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

height : number The height of the BitmapData in pixels. Source code:

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

dirty : boolean If dirty this BitmapData will be re-rendered. Source code:

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

moveH(distance, wrap) → {Phaser

2025-01-10 15:47:30
BitmapData#getPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

getPixel32(x, y) → {number} Get the color of a specific pixel including its alpha value.If

2025-01-10 15:47:30