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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
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< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Text.html" > Text< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
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2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-11-28 15:57:09 +00:00
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
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< a href = "PIXI.EarCut.html" > EarCut< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.Event.html" > Event< / a >
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< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
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< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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2015-03-23 23:46:30 +00:00
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< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#EMITTER" > EMITTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
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< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
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2015-07-22 14:31:30 +00:00
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#listeners" > listeners< / a >
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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#NONE" > NONE< / a >
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2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
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< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
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< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
2016-02-08 17:01:36 +00:00
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< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
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2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VERSION" > VERSION< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: BitmapData</h1> -->
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< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
BitmapData
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
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id="BitmapData">< span class = "type-signature" > < / span > new BitmapData< span class = "signature" > (game, key, < span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > skipPool< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.< br > A single BitmapData can be used as the texture for one or many Images / Sprites.< br > So if you need to dynamically create a Sprite texture then they are a good choice.< / p >
< p > Important note: Every BitmapData creates its own Canvas element. Because BitmapData's are now Game Objects themselves, and don't< br > live on the display list, they are NOT automatically cleared when you change State. Therefore you < em > must< / em > call BitmapData.destroy< br > in your State's shutdown method if you wish to free-up the resources the BitmapData used, it will not happen for you.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > Internal Phaser reference key for the BitmapData.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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256
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< / td >
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< td class = "description last" > < p > The width of the BitmapData in pixels. If undefined or zero it's set to a default value.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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256
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< / td >
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< td class = "description last" > < p > The height of the BitmapData in pixels. If undefined or zero it's set to a default value.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > skipPool< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > When this BitmapData generates its internal canvas to use for rendering, it will get the canvas from the CanvasPool if false, or create its own if true.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-24" > line 24< / a >
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< / dt >
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< / dl >
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< / dd >
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< / div >
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< h3 class = "subsection-title" > Members< / h3 >
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< dl >
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< dt >
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id="baseTexture">< span class = "type-signature" > < / span > baseTexture< span class = "type-signature" > :< a href = "PIXI.BaseTexture.html" > PIXI.BaseTexture< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > The PIXI.BaseTexture.< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="canvas">< span class = "type-signature" > < / span > canvas< span class = "type-signature" > :HTMLCanvasElement< / span > < / h4 >
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< dd >
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< p > The canvas to which this BitmapData draws.< / p >
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< dt >
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id="context">< span class = "type-signature" > < / span > context< span class = "type-signature" > :CanvasRenderingContext2D< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The 2d context of the canvas.< / p >
< / div >
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< / dt >
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< h4 class = "name "
id="ctx">< span class = "type-signature" > < / span > ctx< span class = "type-signature" > :CanvasRenderingContext2D< / span > < / h4 >
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< dd >
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< p > A reference to BitmapData.context.< / p >
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< dt >
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id="data">< span class = "type-signature" > < / span > data< span class = "type-signature" > :Uint8ClampedArray< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > A Uint8ClampedArray view into BitmapData.buffer.< br > Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions)< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="dirty">< span class = "type-signature" > < / span > dirty< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If dirty this BitmapData will be re-rendered.< / p >
< / div >
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< / dt >
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< dt >
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< h4 class = "name "
id="disableTextureUpload">< span class = "type-signature" > < / span > disableTextureUpload< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< p > If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.< / p >
< / div >
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< / dt >
< / dl >
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< dt >
< h4 class = "name "
id="frameData">< span class = "type-signature" > < / span > frameData< span class = "type-signature" > :< a href = "Phaser.FrameData.html" > Phaser.FrameData< / a > < / span > < / h4 >
< / dt >
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< p > The FrameData container this BitmapData uses for rendering.< / p >
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< / dt >
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< / dd >
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< dt >
< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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< / dt >
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< dt >
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< h4 class = "name "
id="height">< span class = "type-signature" > < / span > height< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The height of the BitmapData in pixels.< / p >
< / div >
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< dt >
< h4 class = "name "
id="imageData">< span class = "type-signature" > < / span > imageData< span class = "type-signature" > :ImageData< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > The context image data.< br > Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so.< br > This property is updated automatically after the first game loop, according to the dirty flag property.< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="key">< span class = "type-signature" > < / span > key< span class = "type-signature" > :string< / span > < / h4 >
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< dd >
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< p > The key of the BitmapData in the Cache, if stored there.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="pixels">< span class = "type-signature" > < / span > pixels< span class = "type-signature" > :Uint32Array< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > An Uint32Array view into BitmapData.buffer.< / p >
< / div >
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< h4 class = "name "
id="smoothProperty">< span class = "type-signature" > < / span > smoothProperty< span class = "type-signature" > :string< / span > < / h4 >
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< dd >
< div class = "description" >
< p > The context property needed for smoothing this Canvas.< / p >
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< dt >
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< h4 class = "name "
id="texture">< span class = "type-signature" > < / span > texture< span class = "type-signature" > :< a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The PIXI.Texture.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="textureFrame">< span class = "type-signature" > < / span > textureFrame< span class = "type-signature" > :< a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The Frame this BitmapData uses for rendering.< / p >
< / div >
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< h4 class = "name "
id="type">< span class = "type-signature" > < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The const type of this object.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-149" > line 149< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="width">< span class = "type-signature" > < / span > width< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The width of the BitmapData in pixels.< / p >
< / div >
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< dl class = "details" >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-43" > line 43< / a >
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< / dt >
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< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name "
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id=".getTransform">< span class = "type-signature" > < static> < / span > getTransform< span class = "signature" > (translateX, translateY, scaleX, scaleY, skewX, skewY)< / span > < span class = "type-signature" > → {object}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > translateX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The x translate value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > translateY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The y translate value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The scale x value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The scale y value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > skewX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The skew x value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > skewY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The skew y value.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > object< / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > A JavaScript object containing all of the properties BitmapData needs for transforms.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2419" > line 2419< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "signature" > (object)< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Updates the given objects so that they use this BitmapData as their texture.< br > This will replace any texture they will currently have set.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< span class = "param-type" > Array.< < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > >< / span >
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< span class = "param-type" > Array.< < a href = "Phaser.Image.html" > Phaser.Image< / a > >< / span >
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< / td >
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< td class = "description last" > < p > Either a single Sprite/Image or an Array of Sprites/Images.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-393" > line 393< / a >
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< dt >
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< h4 class = "name "
id="addToWorld">< span class = "type-signature" > < / span > addToWorld< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > anchorX< / span > , < span class = "optional" > anchorY< / span > , < span class = "optional" > scaleX< / span > , < span class = "optional" > scaleY< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
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< dd >
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< p > Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate to place the Image at.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The y coordinate to place the Image at.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > anchorX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > anchorY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > scaleX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
1
< / td >
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< td class = "description last" > < p > The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > The newly added Image object.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1179" > line 1179< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="alphaMask">< span class = "type-signature" > < / span > alphaMask< span class = "signature" > (source, < span class = "optional" > mask< / span > , < span class = "optional" > sourceRect< / span > , < span class = "optional" > maskRect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Draws the image onto this BitmapData using an image as an alpha mask.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > source< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< span class = "param-type" > Image< / span >
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< span class = "param-type" > HTMLCanvasElement< / span >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > mask< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< span class = "param-type" > Image< / span >
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< span class = "param-type" > HTMLCanvasElement< / span >
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< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The object to be used as the mask. 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. If you don't provide a mask it will use this BitmapData as the mask.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > sourceRect< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > maskRect< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1738" > line 1738< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
id="blendAdd">< span class = "type-signature" > < / span > blendAdd< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the blend mode to 'lighter'< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2169" > line 2169< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
id="blendColor">< span class = "type-signature" > < / span > blendColor< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the blend mode to 'color'< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2351" > line 2351< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendColorBurn">< span class = "type-signature" > < / span > blendColorBurn< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'color-burn'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="blendColorDodge">< span class = "type-signature" > < / span > blendColorDodge< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'color-dodge'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendDarken">< span class = "type-signature" > < / span > blendDarken< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'darken'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="blendDestinationAtop">< span class = "type-signature" > < / span > blendDestinationAtop< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'destination-atop'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="blendDestinationIn">< span class = "type-signature" > < / span > blendDestinationIn< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< p > Sets the blend mode to 'destination-in'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< dt >
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< h4 class = "name "
id="blendDestinationOut">< span class = "type-signature" > < / span > blendDestinationOut< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'destination-out'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendDestinationOver">< span class = "type-signature" > < / span > blendDestinationOver< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'destination-over'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
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< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendDifference">< span class = "type-signature" > < / span > blendDifference< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'difference'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendExclusion">< span class = "type-signature" > < / span > blendExclusion< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'exclusion'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2312" > line 2312< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendHardLight">< span class = "type-signature" > < / span > blendHardLight< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'hard-light'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2273" > line 2273< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendHue">< span class = "type-signature" > < / span > blendHue< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'hue'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2325" > line 2325< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendLighten">< span class = "type-signature" > < / span > blendLighten< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'lighten'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2234" > line 2234< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendLuminosity">< span class = "type-signature" > < / span > blendLuminosity< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'luminosity'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2364" > line 2364< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendMultiply">< span class = "type-signature" > < / span > blendMultiply< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'multiply'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2182" > line 2182< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendOverlay">< span class = "type-signature" > < / span > blendOverlay< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'overlay'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2208" > line 2208< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendReset">< span class = "type-signature" > < / span > blendReset< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the blend mode (effectively sets it to 'source-over')< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2039" > line 2039< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSaturation">< span class = "type-signature" > < / span > blendSaturation< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'saturation'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2338" > line 2338< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendScreen">< span class = "type-signature" > < / span > blendScreen< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'screen'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2195" > line 2195< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSoftLight">< span class = "type-signature" > < / span > blendSoftLight< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'soft-light'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2286" > line 2286< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSourceAtop">< span class = "type-signature" > < / span > blendSourceAtop< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'source-atop'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2091" > line 2091< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSourceIn">< span class = "type-signature" > < / span > blendSourceIn< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'source-in'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2065" > line 2065< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSourceOut">< span class = "type-signature" > < / span > blendSourceOut< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'source-out'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendSourceOver">< span class = "type-signature" > < / span > blendSourceOver< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'source-over'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2052" > line 2052< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="blendXor">< span class = "type-signature" > < / span > blendXor< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the blend mode to 'xor'< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2156" > line 2156< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="circle">< span class = "type-signature" > < / span > circle< span class = "signature" > (x, y, radius, < span class = "optional" > fillStyle< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The x coordinate to draw the Circle at. This is the center of the circle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The y coordinate to draw the Circle at. This is the center of the circle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > radius< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The radius of the Circle in pixels. The radius is half the diameter.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > fillStyle< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > If set the context fillStyle will be set to this value before the circle is drawn.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1891" > line 1891< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="clear">< span class = "type-signature" > < / span > clear< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Clears the BitmapData context using a clearRect.< / p >
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< p > You can optionally define the area to clear.< br > If the arguments are left empty it will clear the entire canvas.< / p >
< p > You may need to call BitmapData.update after this in order to clear out the pixel data,< br > but Phaser will not do this automatically for you.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate of the top-left of the area to clear.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The y coordinate of the top-left of the area to clear.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The width of the area to clear. If undefined it will use BitmapData.width.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The height of the area to clear. If undefined it will use BitmapData.height.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-463" > line 463< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="cls">< span class = "type-signature" > < / span > cls< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears the BitmapData context using a clearRect.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-457" > line 457< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="copy">< span class = "type-signature" > < / span > copy< span class = "signature" > (< span class = "optional" > source< / span > , < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > tx< / span > , < span class = "optional" > ty< / span > , < span class = "optional" > newWidth< / span > , < span class = "optional" > newHeight< / span > , < span class = "optional" > rotate< / span > , < span class = "optional" > anchorX< / span > , < span class = "optional" > anchorY< / span > , < span class = "optional" > scaleX< / span > , < span class = "optional" > scaleY< / span > , < span class = "optional" > alpha< / span > , < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Copies a rectangular area from the source object to this BitmapData. If you give < code > null< / code > as the source it will copy from itself.< / p >
< p > You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn.< / p >
< p > All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameters.< / p >
< p > Note that the source image can also be this BitmapData, which can create some interesting effects.< / p >
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< p > This method has a lot of parameters for maximum control.< br > You can use the more friendly methods like < code > copyRect< / code > and < code > draw< / code > to avoid having to remember them all.< / p >
< p > You may prefer to use < code > copyTransform< / code > if you're simply trying to draw a Sprite to this BitmapData,< br > and don't wish to translate, scale or rotate it from its original values.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > source< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > Image< / span >
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|
< span class = "param-type" > HTMLCanvasElement< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The x coordinate representing the top-left of the region to copy from the source image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The y coordinate representing the top-left of the region to copy from the source image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The width of the region to copy from the source image. If not specified it will use the full source image width.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The height of the region to copy from the source image. If not specified it will use the full source image height.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > tx< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate to translate to before drawing. If not specified it will default to the < code > x< / code > parameter. If < code > null< / code > and < code > source< / code > is a Display Object, it will default to < code > source.x< / code > .< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > ty< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The y coordinate to translate to before drawing. If not specified it will default to the < code > y< / code > parameter. If < code > null< / code > and < code > source< / code > is a Display Object, it will default to < code > source.y< / code > .< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > newWidth< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new width of the block being copied. If not specified it will default to the < code > width< / code > parameter.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > newHeight< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new height of the block being copied. If not specified it will default to the < code > height< / code > parameter.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotate< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The angle in radians to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the < code > anchor< / code > parameters.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > anchorX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > anchorY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The horizontal scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The vertical scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > alpha< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > blendMode< / code > < / td >
< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
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< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > roundPx< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1205" > line 1205< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="copyRect">< span class = "type-signature" > < / span > copyRect< span class = "signature" > (source, area, x, y, < span class = "optional" > alpha< / span > , < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > source< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > Image< / span >
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|
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > area< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Rectangle region to copy from the source image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The destination x coordinate to copy the image to.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The destination y coordinate to copy the image to.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > alpha< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
1
< / td >
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< td class = "description last" > < p > The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > blendMode< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
null
< / td >
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< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > roundPx< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1534" > line 1534< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="copyTransform">< span class = "type-signature" > < / span > copyTransform< span class = "signature" > (< span class = "optional" > source< / span > , < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Draws the given < code > source< / code > Game Object to this BitmapData, using its < code > worldTransform< / code > property to set the< br > position, scale and rotation of where it is drawn. This function is used internally by < code > drawGroup< / code > .< br > It takes the objects tint and scale mode into consideration before drawing.< / p >
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< p > You can optionally specify Blend Mode and Round Pixels arguments.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > source< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Game Object to draw.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > blendMode< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > roundPx< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1426" > line 1426< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2024" > line 2024< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="draw">< span class = "type-signature" > < / span > draw< span class = "signature" > (source, < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.< br > You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.< / p >
< p > The children will be drawn at their < code > x< / code > and < code > y< / code > world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.< br > When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.< / p >
< p > Note: You should ensure that at least 1 full update has taken place before calling this,< br > otherwise the objects are likely to render incorrectly, if at all.< br > You can trigger an update yourself by calling < code > stage.updateTransform()< / code > before calling < code > draw< / code > .< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > source< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Sprite, Image or Text object to draw onto this BitmapData.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate to translate to before drawing. If not specified it will default to < code > source.x< / code > .< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The y coordinate to translate to before drawing. If not specified it will default to < code > source.y< / code > .< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new width of the Sprite being copied. If not specified it will default to < code > source.width< / code > .< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The new height of the Sprite being copied. If not specified it will default to < code > source.height< / code > .< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > blendMode< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > roundPx< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1553" > line 1553< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="drawFull">< span class = "type-signature" > < / span > drawFull< span class = "signature" > (parent, < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children.< / p >
< p > If a child has an < code > exists< / code > property then it (and its children) will be only be drawn if exists is < code > true< / code > .< / p >
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< p > The children will be drawn at their < code > x< / code > and < code > y< / code > world space coordinates. If this is outside the bounds of the BitmapData< br > they won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the< br > bounds of the top-level Game Object.< / p >
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< p > When drawing it will take into account the child's world rotation, scale and alpha values.< / p >
< p > It's perfectly valid to pass in < code > game.world< / code > as the parent object, and it will iterate through the entire display list.< / p >
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< p > Note: If you are trying to grab your entire game at the start of a State then you should ensure that at least 1 full update< br > has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can< br > trigger an update yourself by calling < code > stage.updateTransform()< / code > before calling < code > drawFull< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > parent< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.World.html" > Phaser.World< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Game Object to draw onto this BitmapData and then recursively draw all of its children.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > blendMode< / code > < / td >
< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
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< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > roundPx< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="drawGroup">< span class = "type-signature" > < / span > drawGroup< span class = "signature" > (group, < span class = "optional" > blendMode< / span > , < span class = "optional" > roundPx< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Draws the immediate children of a Phaser.Group to this BitmapData.< / p >
< p > It's perfectly valid to pass in < code > game.world< / code > as the Group, and it will iterate through the entire display list.< / p >
< p > Children are drawn < em > only< / em > if they have their < code > exists< / code > property set to < code > true< / code > , and have image, or RenderTexture, based Textures.< / p >
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< p > The children will be drawn at their < code > x< / code > and < code > y< / code > world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.< br > When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.< / p >
< p > Note: You should ensure that at least 1 full update has taken place before calling this,< br > otherwise the objects are likely to render incorrectly, if at all.< br > You can trigger an update yourself by calling < code > stage.updateTransform()< / code > before calling < code > drawGroup< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > group< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Group to draw onto this BitmapData. Can also be Phaser.World.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > blendMode< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > roundPx< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
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< / div >
< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1581" > line 1581< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="extract">< span class = "type-signature" > < / span > extract< span class = "signature" > (destination, r, g, b, < span class = "optional" > a< / span > , < span class = "optional" > resize< / span > , < span class = "optional" > r2< / span > , < span class = "optional" > g2< / span > , < span class = "optional" > b2< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
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< p > Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.< br > The original BitmapData remains unchanged.< br > The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.< br > Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:< br > < code > picture.extract(mask, r, g, b)< / code > < br > You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color.< br > If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint< br > the color during extraction.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > destination< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The BitmapData that the extracted pixels will be drawn to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > r< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The red color component, in the range 0 - 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > g< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The green color component, in the range 0 - 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > b< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The blue color component, in the range 0 - 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > a< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
255
< / td >
< td class = "description last" > < p > The alpha color component, in the range 0 - 255 that the new pixel will be drawn at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > resize< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > Should the destination BitmapData be resized to match this one before the pixels are copied?< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > r2< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > An alternative red color component to be written to the destination, in the range 0 - 255.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > g2< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > An alternative green color component to be written to the destination, in the range 0 - 255.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > b2< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > An alternative blue color component to be written to the destination, in the range 0 - 255.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The BitmapData that the extract pixels were drawn on.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1772" > line 1772< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="fill">< span class = "type-signature" > < / span > fill< span class = "signature" > (r, g, b, < span class = "optional" > a< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Fills the BitmapData with the given color.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > r< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The red color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > g< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The green color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > b< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The blue color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > a< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The alpha color value, between 0 and 1.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="generateTexture">< span class = "type-signature" > < / span > generateTexture< span class = "signature" > (key)< / span > < span class = "type-signature" > → {< a href = "PIXI.Texture.html" > PIXI.Texture< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Creates a new Image element by converting this BitmapDatas canvas into a dataURL.< / p >
< p > The image is then stored in the image Cache using the key given.< / p >
< p > Finally a PIXI.Texture is created based on the image and returned.< / p >
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< p > You can apply the texture to a sprite or any other supporting object by using either the< br > key or the texture. First call generateTexture:< / p >
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< p > < code > var texture = bitmapdata.generateTexture('ball');< / code > < / p >
< p > Then you can either apply the texture to a sprite:< / p >
< p > < code > game.add.sprite(0, 0, texture);< / code > < / p >
< p > or by using the string based key:< / p >
< p > < code > game.add.sprite(0, 0, 'ball');< / code > < / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The key which will be used to store the image in the Cache.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
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< p > The newly generated texture.< / p >
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< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="getBounds">< span class = "type-signature" > < / span > getBounds< span class = "signature" > (< span class = "optional" > rect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.< br > The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > rect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > A Rectangle whose dimensions encompass the full extent of non-transparent pixels in this BitmapData.< / p >
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< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1151" > line 1151< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="getFirstPixel">< span class = "type-signature" > < / span > getFirstPixel< span class = "signature" > (< span class = "optional" > direction< / span > )< / span > < span class = "type-signature" > → {object}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0).< br > It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties.< / p >
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< p > The direction parameter controls from which direction it should start the scan:< / p >
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< p > 0 = top to bottom< br > 1 = bottom to top< br > 2 = left to right< br > 3 = right to left< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > direction< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The direction in which to scan for the first pixel. 0 = top to bottom, 1 = bottom to top, 2 = left to right and 3 = right to left.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > object< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > Returns an object containing the color of the pixel in the < code > r< / code > , < code > g< / code > and < code > b< / code > properties and the location in the < code > x< / code > and < code > y< / code > properties.< / p >
< / div >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getPixel">< span class = "type-signature" > < / span > getPixel< span class = "signature" > (x, y, < span class = "optional" > out< / span > )< / span > < span class = "type-signature" > → {object}< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > Get the color of a specific pixel in the context into a color object.< br > If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,< br > otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > out< / code > < / td >
< td class = "type" >
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< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > object< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > An object with the red, green, blue and alpha values set in the r, g, b and a properties.< / p >
< / div >
< / div >
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< / dt >
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< dt >
< h4 class = "name "
id="getPixel32">< span class = "type-signature" > < / span > getPixel32< span class = "signature" > (x, y)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
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< div class = "description" >
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< p > Get the color of a specific pixel including its alpha value.< br > If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,< br > otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.< br > Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A native color value integer (format: 0xAARRGGBB)< / p >
< / div >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getPixelRGB">< span class = "type-signature" > < / span > getPixelRGB< span class = "signature" > (x, y, < span class = "optional" > out< / span > , < span class = "optional" > hsl< / span > , < span class = "optional" > hsv< / span > )< / span > < span class = "type-signature" > → {object}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.< br > If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,< br > otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > out< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > hsl< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Also convert the rgb values into hsl?< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > hsv< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Also convert the rgb values into hsv?< / p > < / td >
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< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > object< / span >
-
< / div >
< div class = "returns-desc param-desc" >
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< p > An object with the red, green and blue values set in the r, g and b properties.< / p >
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< / div >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getPixels">< span class = "type-signature" > < / span > getPixels< span class = "signature" > (rect)< / span > < span class = "type-signature" > → {ImageData}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Gets all the pixels from the region specified by the given Rectangle object.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > rect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Rectangle region to get.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > ImageData< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > Returns a ImageData object containing a Uint8ClampedArray data property.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1055" > line 1055< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="line">< span class = "type-signature" > < / span > line< span class = "signature" > (x1, y1, x2, y2, < span class = "optional" > color< / span > , < span class = "optional" > width< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Draws a line between the coordinates given in the color and thickness specified.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x1< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate to start the line from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y1< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The y coordinate to start the line from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > x2< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate to draw the line to.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y2< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The y coordinate to draw the line to.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > color< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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'#fff'
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< / td >
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< td class = "description last" > < p > The stroke color that the line will be drawn in.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
1
< / td >
< td class = "description last" > < p > The line thickness.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > This BitmapData object for method chaining.< / p >
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< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1920" > line 1920< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="load">< span class = "type-signature" > < / span > load< span class = "signature" > (source)< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.< br > The source game object is not modified by this operation.< br > If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing.< br > If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > source< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > Image< / span >
|
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< span class = "param-type" > HTMLCanvasElement< / span >
|
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > This BitmapData object for method chaining.< / p >
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< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-422" > line 422< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="move">< span class = "type-signature" > < / span > move< span class = "signature" > (x, y, < span class = "optional" > wrap< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Shifts the contents of this BitmapData by the distances given.< / p >
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< p > The image will wrap-around the edges on all sides if the wrap argument is true (the default).< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > wrap< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Wrap the content of the BitmapData.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
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< p > This BitmapData object for method chaining.< / p >
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< / div >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-240" > line 240< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="moveH">< span class = "type-signature" > < / span > moveH< span class = "signature" > (distance, < span class = "optional" > wrap< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Shifts the contents of this BitmapData horizontally.< / p >
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< p > The image will wrap-around the sides if the wrap argument is true (the default).< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > distance< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > wrap< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Wrap the content of the BitmapData.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > This BitmapData object for method chaining.< / p >
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< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-267" > line 267< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="moveV">< span class = "type-signature" > < / span > moveV< span class = "signature" > (distance, < span class = "optional" > wrap< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Shifts the contents of this BitmapData vertically.< / p >
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< p > The image will wrap-around the sides if the wrap argument is true (the default).< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > distance< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > wrap< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Wrap the content of the BitmapData.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-330" > line 330< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="processPixel">< span class = "type-signature" > < / span > processPixel< span class = "signature" > (callback, callbackContext, < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.< br > Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.< br > Note that the format of the color received will be different depending on if the system is big or little endian.< br > It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.< br > The callback will also be sent the pixels x and y coordinates respectively.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The callback that will be sent each pixel color to be processed.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The context under which the callback will be called.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The x coordinate of the top-left of the region to process from.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The y coordinate of the top-left of the region to process from.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The width of the region to process.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The height of the region to process.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-700" > line 700< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="processPixelRGB">< span class = "type-signature" > < / span > processPixelRGB< span class = "signature" > (callback, callbackContext, < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.< br > The callback will be sent a color object with 6 properties: < code > { r: number, g: number, b: number, a: number, color: number, rgba: string }< / code > .< br > Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.< br > The < code > color< / code > property is an Int32 of the full color. Note the endianess of this will change per system.< br > The < code > rgba< / code > property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.< br > The callback will also be sent the pixels x and y coordinates respectively.< br > The callback must return either < code > false< / code > , in which case no change will be made to the pixel, or a new color object.< br > If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > callback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The callback that will be sent each pixel color object to be processed.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The context under which the callback will be called.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate of the top-left of the region to process from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The y coordinate of the top-left of the region to process from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The width of the region to process.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The height of the region to process.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-642" > line 642< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="rect">< span class = "type-signature" > < / span > rect< span class = "signature" > (x, y, width, height, < span class = "optional" > fillStyle< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The x coordinate of the top-left of the Rectangle.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The y coordinate of the top-left of the Rectangle.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The width of the Rectangle.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The height of the Rectangle.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > fillStyle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > If set the context fillStyle will be set to this value before the rect is drawn.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1825" > line 1825< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="render">< span class = "type-signature" > < / span > render< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > If the game is running in WebGL this will push the texture up to the GPU if it's dirty.< br > This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.< br > If you wish to suppress this functionality set BitmapData.disableTextureUpload to < code > true< / code > .< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-2004" > line 2004< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="replaceRGB">< span class = "type-signature" > < / span > replaceRGB< span class = "signature" > (r1, g1, b1, a1, r2, g2, b2, a2, < span class = "optional" > region< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.< br > An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > r1< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The red color value to be replaced. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > g1< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The green color value to be replaced. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > b1< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The blue color value to be replaced. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > a1< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The alpha color value to be replaced. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > r2< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The red color value that is the replacement color. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > g2< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The green color value that is the replacement color. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > b2< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The blue color value that is the replacement color. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > a2< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The alpha color value that is the replacement color. Between 0 and 255.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > region< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The area to perform the search over. If not given it will replace over the whole BitmapData.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-754" > line 754< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="resize">< span class = "type-signature" > < / span > resize< span class = "signature" > (width, height)< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "description last" > < p > The new width of the BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "description last" > < p > The new height of the BitmapData.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-552" > line 552< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setHSL">< span class = "type-signature" > < / span > setHSL< span class = "signature" > (< span class = "optional" > h< / span > , < span class = "optional" > s< / span > , < span class = "optional" > l< / span > , < span class = "optional" > region< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > h< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The hue, in the range 0 - 1.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > s< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The saturation, in the range 0 - 1.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > l< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The lightness, in the range 0 - 1.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > region< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The area to perform the operation on. If not given it will run over the whole BitmapData.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="setPixel">< span class = "type-signature" > < / span > setPixel< span class = "signature" > (x, y, red, green, blue, < span class = "optional" > immediate< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the color of the given pixel to the specified red, green and blue values.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > red< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The red color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > green< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The green color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > blue< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The blue color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > immediate< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If < code > true< / code > the context.putImageData will be called and the dirty flag set.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setPixel32">< span class = "type-signature" > < / span > setPixel32< span class = "signature" > (x, y, red, green, blue, alpha, < span class = "optional" > immediate< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the color of the given pixel to the specified red, green, blue and alpha values.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > red< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The red color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > green< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The green color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > blue< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The blue color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > alpha< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The alpha color value, between 0 and 0xFF (255).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > immediate< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If < code > true< / code > the context.putImageData will be called and the dirty flag set.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="shadow">< span class = "type-signature" > < / span > shadow< span class = "signature" > (color, < span class = "optional" > blur< / span > , < span class = "optional" > x< / span > , < span class = "optional" > y< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
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< p > Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.< br > You can cancel an existing shadow by calling this method and passing no parameters.< br > Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > color< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The color of the shadow, given in a CSS format, i.e. < code > #000000< / code > or < code > rgba(0,0,0,1)< / code > . If < code > null< / code > or < code > undefined< / code > the shadow will be reset.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > blur< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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5
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< / td >
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< td class = "description last" > < p > The amount the shadow will be blurred by. Low values = a crisp shadow, high values = a softer shadow.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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10
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< / td >
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< td class = "description last" > < p > The horizontal offset of the shadow in pixels.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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10
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< / td >
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< td class = "description last" > < p > The vertical offset of the shadow in pixels.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1706" > line 1706< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="shiftHSL">< span class = "type-signature" > < / span > shiftHSL< span class = "signature" > (< span class = "optional" > h< / span > , < span class = "optional" > s< / span > , < span class = "optional" > l< / span > , < span class = "optional" > region< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.< br > Shifting will add the given value onto the current h, s and l values, not replace them.< br > The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > h< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > The amount to shift the hue by.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > s< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > The amount to shift the saturation by.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > l< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > The amount to shift the lightness by.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > region< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The area to perform the operation on. If not given it will run over the whole BitmapData.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-865" > line 865< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="text">< span class = "type-signature" > < / span > text< span class = "signature" > (text, x, y, < span class = "optional" > font< / span > , < span class = "optional" > color< / span > , < span class = "optional" > shadow< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Draws text to the BitmapData in the given font and color.< br > The default font is 14px Courier, so useful for quickly drawing debug text.< br > If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
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< td class = "name" > < code > text< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
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< / td >
< td class = "description last" > < p > The text to write to the BitmapData.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate of the top-left of the text string.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate of the top-left of the text string.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > font< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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'14px Courier'
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< / td >
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< td class = "description last" > < p > The font. This is passed directly to Context.font, so anything that can support, this can.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > color< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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'rgb(255,255,255)'
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< / td >
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< td class = "description last" > < p > The color the text will be drawn in.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > shadow< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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true
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< / td >
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< td class = "description last" > < p > Draw a single pixel black shadow below the text (offset by text.x/y + 1)< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1849" > line 1849< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="textureLine">< span class = "type-signature" > < / span > textureLine< span class = "signature" > (line, image, < span class = "optional" > repeat< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Takes the given Line object and image and renders it to this BitmapData as a repeating texture line.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > line< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Line.html" > Phaser.Line< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > A Phaser.Line object that will be used to plot the start and end of the line.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > image< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
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< span class = "param-type" > Image< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > repeat< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
'repeat-x'
< / td >
< td class = "description last" > < p > The pattern repeat mode to use when drawing the line. Either < code > repeat< / code > , < code > repeat-x< / code > or < code > no-repeat< / code > .< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-1954" > line 1954< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < / span > update< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > This re-creates the BitmapData.imageData from the current context.< br > It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.< br > If not given the dimensions defaults to the full size of the context.< / p >
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< p > Warning: This is a very expensive operation, so use it sparingly.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate of the top-left of the image data area to grab from.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The y coordinate of the top-left of the image data area to grab from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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1
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< / td >
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< td class = "description last" > < p > The width of the image data area.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
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1
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< / td >
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< td class = "description last" > < p > The height of the image data area.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This BitmapData object for method chaining.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapData.js.html" > gameobjects/BitmapData.js< / a > , < a href = "src_gameobjects_BitmapData.js.html#sunlight-1-line-596" > line 596< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:10 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >