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

key : string | Phaser.RenderTexture |

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

getBounds() → {Rectangle} Retrieves the bounds of the graphic shape as a rectangle object

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

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the graphic shape as a rectangle

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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