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

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

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

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

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

endFill() → {PIXI.Graphics}

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

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

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

isMask : boolean Whether this shape is being used as a mask. Inherited

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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