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

addChild(child) → {DisplayObject}

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

body : Phaser.Physics.Arcade.Body |

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

bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI

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

animations : Phaser.AnimationManager

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

world : Phaser.Point The world coordinates of this

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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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