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

shadow(color, blur, x, y) → {

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

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

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

textureFrame : Phaser.Frame The Frame this BitmapData

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

alphaMask(source, mask, sourceRect, maskRect) →

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

blendLighten() → {Phaser.BitmapData}

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

addToWorld(x, y, anchorX, anchorY, scaleX

2025-01-10 15:47:30
BitmapData#setPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

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

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

blendSourceOver() → {Phaser.BitmapData}

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

blendDarken() → {Phaser.BitmapData}

2025-01-10 15:47:30