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

getFirstPixel(direction) → {object} Scans the BitmapData, pixel by

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

copy(source, x, y, width, height

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

shadow(color, blur, x, y) → {

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

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

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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

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

blendLighten() → {Phaser.BitmapData}

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

alphaMask(source, mask, sourceRect, maskRect) →

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

blendSourceOver() → {Phaser.BitmapData}

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

new BitmapData(game, key, width, height, skipPool)

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