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

[readonly] children : Array.<Displa

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

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

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

lineWidth : number The width (thickness) of any lines drawn. Inherited

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