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

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

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

boundsPadding : number The bounds' padding used for bounds calculation. Inherited

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

updateLocalBounds() Update the bounds of the object Inherited From

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

[readonly] children : Array.<Displa

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

beginFill(color, alpha) → {PIXI.Graphics}

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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