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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

endFill() → {PIXI.Graphics}

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

animations : Phaser.AnimationManager

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