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

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

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

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

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

drawPolygon(path) → {PIXI.Graphics}

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

addChild(child) → {DisplayObject}

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