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

blendSourceOut() → {Phaser.BitmapData}

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

extract(destination, r, g, b, a, resize, r2, g2,

2025-01-10 15:47:30
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

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

blendDestinationAtop() → {Phaser.BitmapData}

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

rect(x, y, width, height, fillStyle) → {

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

canvas :HTMLCanvasElement The canvas to which this BitmapData draws. Source

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

blendSourceIn() → {Phaser.BitmapData}

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

blendLuminosity() → {Phaser.BitmapData}

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

replaceRGB(r1, g1, b1, a1, r2, g2, b2, a2, region) → {

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

blendDifference() → {Phaser.BitmapData}

2025-01-10 15:47:30