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

pixels :Uint32Array An Uint32Array view into BitmapData.buffer. Source code:

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

blendDestinationOver() → {Phaser.BitmapData}

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

load(source) → {Phaser.BitmapData}

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

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

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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

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

destroy() Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use.

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

add(object) → {Phaser.BitmapData}

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

blendSourceOut() → {Phaser.BitmapData}

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

frameData : Phaser.FrameData The FrameData

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