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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

generateTexture(resolution, scaleMode, padding)

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

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

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

destroyCachedSprite() Destroys a previous cached sprite. Inherited From

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

drawRoundedRect(x, y, width, height, radius) Parameters Name Type Description

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