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

key : string | Phaser.RenderTexture |

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

[readonly] children : Array.<Displa

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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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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