Graphics#getBounds()

getBounds() → {Rectangle} Retrieves the bounds of the graphic shape as a rectangle object Returns Rectangle - the rectangular bounding area Inherited From PIXI.Graphics#getBounds Source code: pixi/primitives/Graphics.js (Line 848)

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

Graphics#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Graphics#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Graphics#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Graphics#fillAlpha

fillAlpha : number The alpha value used when filling the Graphics object. Source code: pixi/primitives/Graphics.js (Line 18)

Graphics#fillAlpha

fillAlpha : number The alpha value used when filling the Graphics object. Inherited From PIXI.Graphics#fillAlpha Source code: pixi/primitives/Graphics.js (Line 18)

Graphics#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Inherited From Phaser.Compon

Graphics#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events