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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

clear() → {PIXI.Graphics}

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

new Graphics(game, x, y) A Graphics object is a way to draw primitives to

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

key : string | Phaser.RenderTexture |

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