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

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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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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#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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