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

blendLighten() → {Phaser.BitmapData}

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

line(x1, y1, x2, y2, color, width) → {

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

drawFull(parent, blendMode, roundPx) → {

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

getPixels(rect) → {ImageData} Gets all the pixels from the region specified by the given Rectangle

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

shadow(color, blur, x, y) → {

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

blendDestinationOut() → {Phaser.BitmapData}

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

blendDestinationIn() → {Phaser.BitmapData}

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

textureFrame : Phaser.Frame The Frame this BitmapData

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

blendHardLight() → {Phaser.BitmapData}

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

imageData :ImageData The context image data.Please note that a call to BitmapData.draw() or BitmapData.copy() does not update

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