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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

[readonly] previousPosition : Phaser.Point

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

[readonly] physicsType : number The const physics body type of this object.

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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Graphics#arc()
  • References/Game Development/Phaser/Graphics/Graphics

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {

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Graphics#moveTo()
  • References/Game Development/Phaser/Graphics/Graphics

moveTo(x, y) → {PIXI.Graphics}

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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