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

blendSourceAtop() → {Phaser.BitmapData}

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

drawGroup(group, blendMode, roundPx) → {

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

update(x, y, width, height)

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

draw(source, x, y, width, height,

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

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

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

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

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

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

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

processPixelRGB(callback, callbackContext, x, y, width, hei

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

frameData : Phaser.FrameData The FrameData

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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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