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

drawGroup(group, blendMode, roundPx) → {

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

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

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

blendScreen() → {Phaser.BitmapData}

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

getPixel(x, y, out) → {object} Get the color of a specific pixel in

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

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code:

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

blendSourceAtop() → {Phaser.BitmapData}

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

blendDestinationOver() → {Phaser.BitmapData}

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

blendSaturation() → {Phaser.BitmapData}

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