BitmapData#setPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

setPixel32(x, y, red, green, blue, alpha, immediate) → {

2025-01-10 15:47:30
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

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

blendColorDodge() → {Phaser.BitmapData}

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

alphaMask(source, mask, sourceRect, maskRect) →

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

copy(source, x, y, width, height

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

addToWorld(x, y, anchorX, anchorY, scaleX

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

circle(x, y, radius, fillStyle) → {

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

baseTexture : PIXI.BaseTexture The

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