BitmapData#blendDarken()

blendDarken() → {Phaser.BitmapData} Sets the blend mode to 'darken' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2221)

BitmapData#blendColorDodge()

blendColorDodge() → {Phaser.BitmapData} Sets the blend mode to 'color-dodge' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2247)

BitmapData#blendColorBurn()

blendColorBurn() → {Phaser.BitmapData} Sets the blend mode to 'color-burn' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2260)

BitmapData#blendColor()

blendColor() → {Phaser.BitmapData} Sets the blend mode to 'color' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2351)

BitmapData#blendAdd()

blendAdd() → {Phaser.BitmapData} Sets the blend mode to 'lighter' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2169)

BitmapData#BitmapData

new BitmapData(game, key, width, height, skipPool) A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.A single BitmapData can be used as the texture for one or many Images / Sprites.So if you need to dynamically create a Sprite texture then they are a good choice. Important note: Every BitmapData creates its own Canvas element. Because BitmapData's are now Game Objects themselves, and don'tlive on the display list, they a

BitmapData#baseTexture

baseTexture : PIXI.BaseTexture The PIXI.BaseTexture. Source code: gameobjects/BitmapData.js (Line 124)

BitmapData#alphaMask()

alphaMask(source, mask, sourceRect, maskRect) → {Phaser.BitmapData} Draws the image onto this BitmapData using an image as an alpha mask. Parameters Name Type Argument Description source Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapData | Image | HTMLCanvasElement | string The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. mask Phaser.Sprite | Phaser.Image | Phaser

BitmapData#addToWorld()

addToWorld(x, y, anchorX, anchorY, scaleX, scaleY) → {Phaser.Image} Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate to place the Image at. y number <optional> 0 The y coordinate to place the Image at. anchorX number <optional> 0 Set the x anchor point of the Image. A value between 0 and 1, where 0 is the

BitmapData#add()

add(object) → {Phaser.BitmapData} Updates the given objects so that they use this BitmapData as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 393)