Graphics#removeChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

removeChildAt(index) → {DisplayObject}

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Graphics#removeChild()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

removeChild(child) → {DisplayObject}

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Graphics#Graphics
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

new Graphics() The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display

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Graphics#swapChildren()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Graphics#updateLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

updateLocalBounds() Update the bounds of the object Source code:

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Graphics#destroyCachedSprite()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

destroyCachedSprite() Destroys a previous cached sprite. Source code:

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

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

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Graphics#width
  • References/Game Development/Phaser/PIXI/PIXI.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#drawPolygon()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

drawPolygon(path) → {PIXI.Graphics}

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Graphics#blendMode
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend

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