BitmapData#frameData

frameData : Phaser.FrameData The FrameData container this BitmapData uses for rendering. Source code: gameobjects/BitmapData.js (Line 135)

BitmapData#fill()

fill(r, g, b, a) → {Phaser.BitmapData} Fills the BitmapData with the given color. Parameters Name Type Argument Default Description r number The red color value, between 0 and 0xFF (255). g number The green color value, between 0 and 0xFF (255). b number The blue color value, between 0 and 0xFF (255). a number <optional> 1 The alpha color value, between 0 and 1. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjec

BitmapData#extract()

extract(destination, r, g, b, a, resize, r2, g2, b2) → {Phaser.BitmapData} Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.The original BitmapData remains unchanged.The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this

BitmapData#drawGroup()

drawGroup(group, blendMode, roundPx) → {Phaser.BitmapData} Draws the immediate children of a Phaser.Group to this BitmapData. It's perfectly valid to pass in game.world as the Group, and it will iterate through the entire display list. Children are drawn only if they have their exists property set to true, and have image, or RenderTexture, based Textures. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.

BitmapData#drawFull()

drawFull(parent, blendMode, roundPx) → {Phaser.BitmapData} Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children. If a child has an exists property then it (and its children) will be only be drawn if exists is true. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapDatathey won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match t

BitmapData#draw()

draw(source, x, y, width, height, blendMode, roundPx) → {Phaser.BitmapData} Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.When drawing it will take into account th

BitmapData#dirty

dirty : boolean If dirty this BitmapData will be re-rendered. Source code: gameobjects/BitmapData.js (Line 159)

BitmapData#disableTextureUpload

disableTextureUpload : boolean If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true. Source code: gameobjects/BitmapData.js (Line 154)

BitmapData#destroy()

destroy() Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use. Source code: gameobjects/BitmapData.js (Line 2024)

BitmapData#data

data :Uint8ClampedArray A Uint8ClampedArray view into BitmapData.buffer.Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions) Source code: gameobjects/BitmapData.js (Line 84)