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

[readonly] children : Array.<Displa

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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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#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#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#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#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#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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