phaser/docs/Phaser.BitmapData.html
2016-07-11 10:11:09 +01:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<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>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<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>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<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>
<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>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<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>
<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>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<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>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<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>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<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>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<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>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<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>
<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>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<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>
</ul>
</li>
<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>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<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>
</ul>
</li>
<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>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<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>
<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 ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<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>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<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>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: BitmapData</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
BitmapData
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
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>
</dt>
<dd>
<div class="description">
<p>A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
A single BitmapData can be used as the texture for one or many Images / Sprites.
So if you need to dynamically create a Sprite texture then they are a good choice.</p>
<p>Important note: Every BitmapData creates its own Canvas element. Because BitmapData's are now Game Objects themselves, and don't
live on the display list, they are NOT automatically cleared when you change State. Therefore you <em>must</em> call BitmapData.destroy
in your State's shutdown method if you wish to free-up the resources the BitmapData used, it will not happen for you.</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>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>
<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>
<td class="description last"><p>Internal Phaser reference key for the BitmapData.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<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>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<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>
</tr>
<tr>
<td class="name"><code>skipPool</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;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>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="baseTexture"><span class="type-signature"></span>baseTexture<span class="type-signature"> :<a href="PIXI.BaseTexture.html">PIXI.BaseTexture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The PIXI.BaseTexture.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-124">line 124</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="canvas"><span class="type-signature"></span>canvas<span class="type-signature"> :HTMLCanvasElement</span></h4>
</dt>
<dd>
<div class="description">
<p>The canvas to which this BitmapData draws.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-54">line 54</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="context"><span class="type-signature"></span>context<span class="type-signature"> :CanvasRenderingContext2D</span></h4>
</dt>
<dd>
<div class="description">
<p>The 2d context of the canvas.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-60">line 60</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="ctx"><span class="type-signature"></span>ctx<span class="type-signature"> :CanvasRenderingContext2D</span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to BitmapData.context.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="data"><span class="type-signature"></span>data<span class="type-signature"> :Uint8ClampedArray</span></h4>
</dt>
<dd>
<div class="description">
<p>A Uint8ClampedArray view into BitmapData.buffer.
Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-84">line 84</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="dirty"><span class="type-signature"></span>dirty<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If dirty this BitmapData will be re-rendered.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-159">line 159</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="disableTextureUpload"><span class="type-signature"></span>disableTextureUpload<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-154">line 154</a>
</dt>
</dl>
</dd>
<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>
<dd>
<div class="description">
<p>The FrameData container this BitmapData uses for rendering.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-135">line 135</a>
</dt>
</dl>
</dd>
<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>
<div class="description">
<p>A reference to the currently running game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-33">line 33</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="height"><span class="type-signature"></span>height<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The height of the BitmapData in pixels.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-48">line 48</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="imageData"><span class="type-signature"></span>imageData<span class="type-signature"> :ImageData</span></h4>
</dt>
<dd>
<div class="description">
<p>The context image data.
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.
This property is updated automatically after the first game loop, according to the dirty flag property.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-77">line 77</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="key"><span class="type-signature"></span>key<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>The key of the BitmapData in the Cache, if stored there.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-38">line 38</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pixels"><span class="type-signature"></span>pixels<span class="type-signature"> :Uint32Array</span></h4>
</dt>
<dd>
<div class="description">
<p>An Uint32Array view into BitmapData.buffer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-94">line 94</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="smoothProperty"><span class="type-signature"></span>smoothProperty<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>The context property needed for smoothing this Canvas.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-70">line 70</a>
</dt>
</dl>
</dd>
<dt>
<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>
</dt>
<dd>
<div class="description">
<p>The PIXI.Texture.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-130">line 130</a>
</dt>
</dl>
</dd>
<dt>
<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>
</dt>
<dd>
<div class="description">
<p>The Frame this BitmapData uses for rendering.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-141">line 141</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature"></span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const type of this object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature"></span>width<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The width of the BitmapData in pixels.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id=".getTransform"><span class="type-signature">&lt;static> </span>getTransform<span class="signature">(translateX, translateY, scaleX, scaleY, skewX, skewY)</span><span class="type-signature"> &rarr; {object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform.</p>
</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>translateX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<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>
</td>
<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>
</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>A JavaScript object containing all of the properties BitmapData needs for transforms.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2415">line 2415</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="add"><span class="type-signature"></span>add<span class="signature">(object)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the given objects so that they use this BitmapData as their texture.
This will replace any texture they will currently have set.</p>
</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>object</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type">Array.&lt;<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">Array.&lt;<a href="Phaser.Image.html">Phaser.Image</a>></span>
</td>
<td class="description last"><p>Either a single Sprite/Image or an Array of Sprites/Images.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it.</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">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The x coordinate to place the Image at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The y coordinate to place the Image at.</p></td>
</tr>
<tr>
<td class="name"><code>anchorX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<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>
</tr>
<tr>
<td class="name"><code>anchorY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<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>
</tr>
<tr>
<td class="name"><code>scaleX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<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>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The newly added Image object.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the image onto this BitmapData using an image as an alpha mask.</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>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">Image</span>
|
<span class="param-type">HTMLCanvasElement</span>
|
<span class="param-type">string</span>
</td>
<td class="attributes">
</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>mask</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">Image</span>
|
<span class="param-type">HTMLCanvasElement</span>
|
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<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>
</tr>
<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">
&lt;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">
&lt;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>
</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1736">line 1736</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendAdd"><span class="type-signature"></span>blendAdd<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'lighter'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2165">line 2165</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendColor"><span class="type-signature"></span>blendColor<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'color'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2347">line 2347</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendColorBurn"><span class="type-signature"></span>blendColorBurn<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'color-burn'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2256">line 2256</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendColorDodge"><span class="type-signature"></span>blendColorDodge<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'color-dodge'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2243">line 2243</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDarken"><span class="type-signature"></span>blendDarken<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'darken'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2217">line 2217</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDestinationAtop"><span class="type-signature"></span>blendDestinationAtop<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'destination-atop'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2139">line 2139</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDestinationIn"><span class="type-signature"></span>blendDestinationIn<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'destination-in'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2113">line 2113</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDestinationOut"><span class="type-signature"></span>blendDestinationOut<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'destination-out'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2126">line 2126</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDestinationOver"><span class="type-signature"></span>blendDestinationOver<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'destination-over'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2100">line 2100</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendDifference"><span class="type-signature"></span>blendDifference<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'difference'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2295">line 2295</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendExclusion"><span class="type-signature"></span>blendExclusion<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'exclusion'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2308">line 2308</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendHardLight"><span class="type-signature"></span>blendHardLight<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'hard-light'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2269">line 2269</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendHue"><span class="type-signature"></span>blendHue<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'hue'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2321">line 2321</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendLighten"><span class="type-signature"></span>blendLighten<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'lighten'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2230">line 2230</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendLuminosity"><span class="type-signature"></span>blendLuminosity<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'luminosity'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2360">line 2360</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendMultiply"><span class="type-signature"></span>blendMultiply<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'multiply'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2178">line 2178</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendOverlay"><span class="type-signature"></span>blendOverlay<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'overlay'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2204">line 2204</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendReset"><span class="type-signature"></span>blendReset<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the blend mode (effectively sets it to 'source-over')</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2035">line 2035</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSaturation"><span class="type-signature"></span>blendSaturation<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'saturation'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2334">line 2334</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendScreen"><span class="type-signature"></span>blendScreen<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'screen'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2191">line 2191</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSoftLight"><span class="type-signature"></span>blendSoftLight<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'soft-light'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2282">line 2282</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSourceAtop"><span class="type-signature"></span>blendSourceAtop<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'source-atop'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2087">line 2087</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSourceIn"><span class="type-signature"></span>blendSourceIn<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'source-in'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2061">line 2061</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSourceOut"><span class="type-signature"></span>blendSourceOut<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'source-out'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2074">line 2074</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendSourceOver"><span class="type-signature"></span>blendSourceOver<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'source-over'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2048">line 2048</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendXor"><span class="type-signature"></span>blendXor<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the blend mode to 'xor'</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2152">line 2152</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<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">
&lt;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>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1887">line 1887</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Clears the BitmapData context using a clearRect.</p>
<p>You can optionally define the area to clear.
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,
but Phaser will not do this automatically for you.</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">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The x coordinate of the top-left of the area to clear.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>This method has a lot of parameters for maximum control.
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,
and don't wish to translate, scale or rotate it from its original 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>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.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type">Image</span>
|
<span class="param-type">HTMLCanvasElement</span>
|
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;optional><br>
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>ty</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>newWidth</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
&lt;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">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location.</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.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type">Image</span>
|
<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>
<td class="description last"><p>The destination x coordinate to copy the image to.</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 destination y coordinate to copy the image to.</p></td>
</tr>
<tr>
<td class="name"><code>alpha</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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 -
<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>
</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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the given <code>source</code> Game Object to this BitmapData, using its <code>worldTransform</code> property to set the
position, scale and rotation of where it is drawn. This function is used internally by <code>drawGroup</code>.
It takes the objects tint and scale mode into consideration before drawing.</p>
<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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2020">line 2020</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.
You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.</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.
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,
otherwise the objects are likely to render incorrectly, if at all.
You can trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>draw</code>.</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.RenderTexture.html">Phaser.RenderTexture</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Sprite, Image or Text object to draw onto this 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">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<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>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<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>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</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>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>blendMode</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<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 drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the
bounds of the top-level Game Object.</p>
<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>
<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
has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can
trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>drawFull</code>.</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>parent</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.World.html">Phaser.World</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<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.BitmapText.html">Phaser.BitmapText</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object to draw onto this BitmapData and then recursively draw all of its children.</p></td>
</tr>
<tr>
<td class="name"><code>blendMode</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1648">line 1648</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<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.
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,
otherwise the objects are likely to render incorrectly, if at all.
You can trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>drawGroup</code>.</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>group</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Group to draw onto this BitmapData. Can also be Phaser.World.</p></td>
</tr>
<tr>
<td class="name"><code>blendMode</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;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">
&lt;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 -
<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>
</dt>
</dl>
</dd>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
The original BitmapData remains unchanged.
The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.
Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:
<code>picture.extract(mask, r, g, b)</code>
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.
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
the color during extraction.</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>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">
&lt;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>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Should the destination BitmapData be resized to match this one before the pixels are copied?</p></td>
</tr>
<tr>
<td class="name"><code>r2</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>An alternative red color component to be written to the destination, in the range 0 - 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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>An alternative green color component to be written to the destination, in the range 0 - 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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>An alternative blue color component to be written to the destination, in the range 0 - 255.</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>The BitmapData that the extract pixels were drawn on.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1770">line 1770</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<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">
&lt;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>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-494">line 494</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="generateTexture"><span class="type-signature"></span>generateTexture<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>You can apply the texture to a sprite or any other supporting object by using either the
key or the texture. First call generateTexture:</p>
<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>
</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>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The key which will be used to store the image in the Cache.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The newly generated texture.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-516">line 516</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">(<span class="optional">rect</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Rectangle.html">Phaser.Rectangle</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.
The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels.</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>rect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<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>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A Rectangle whose dimensions encompass the full extent of non-transparent pixels in this BitmapData.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getFirstPixel"><span class="type-signature"></span>getFirstPixel<span class="signature">(<span class="optional">direction</span>)</span><span class="type-signature"> &rarr; {object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value &gt; 0).
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>
<p>The direction parameter controls from which direction it should start the scan:</p>
<p>0 = top to bottom
1 = bottom to top
2 = left to right
3 = right to left</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>direction</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1068">line 1068</a>
</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"> &rarr; {object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the color of a specific pixel in the context into a color object.
If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
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>
</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">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;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>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-985">line 985</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getPixel32"><span class="type-signature"></span>getPixel32<span class="signature">(x, y)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the color of a specific pixel including its alpha value.
If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
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.
Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.</p>
</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>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1016">line 1016</a>
</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"> &rarr; {object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
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>
</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">
&lt;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">
&lt;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>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Also convert the rgb values into hsv?</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 and blue values set in the r, g and b properties.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1036">line 1036</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getPixels"><span class="type-signature"></span>getPixels<span class="signature">(rect)</span><span class="type-signature"> &rarr; {ImageData}</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets all the pixels from the region specified by the given Rectangle object.</p>
</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>rect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="description last"><p>The Rectangle region to get.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">ImageData</span>
-
</div>
<div class="returns-desc param-desc">
<p>Returns a ImageData object containing a Uint8ClampedArray data property.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws a line between the coordinates given in the color and thickness 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>x1</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 to start the line from.</p></td>
</tr>
<tr>
<td class="name"><code>y1</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 to start the line from.</p></td>
</tr>
<tr>
<td class="name"><code>x2</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 to draw the line to.</p></td>
</tr>
<tr>
<td class="name"><code>y2</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 to draw the line to.</p></td>
</tr>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'#fff'
</td>
<td class="description last"><p>The stroke color that the line will be drawn in.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The line thickness.</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1916">line 1916</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="load"><span class="type-signature"></span>load<span class="signature">(source)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.
The source game object is not modified by this operation.
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.
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>
</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>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">Image</span>
|
<span class="param-type">HTMLCanvasElement</span>
|
<span class="param-type">string</span>
</td>
<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>
</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="move"><span class="type-signature"></span>move<span class="signature">(x, y, <span class="optional">wrap</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Shifts the contents of this BitmapData by the distances given.</p>
<p>The image will wrap-around the edges on all sides if the wrap argument is true (the default).</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">integer</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>wrap</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Wrap the content of the BitmapData.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveH"><span class="type-signature"></span>moveH<span class="signature">(distance, <span class="optional">wrap</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Shifts the contents of this BitmapData horizontally.</p>
<p>The image will wrap-around the sides if the wrap argument is true (the default).</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>distance</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>wrap</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Wrap the content of the BitmapData.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveV"><span class="type-signature"></span>moveV<span class="signature">(distance, <span class="optional">wrap</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Shifts the contents of this BitmapData vertically.</p>
<p>The image will wrap-around the sides if the wrap argument is true (the default).</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>distance</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>wrap</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Wrap the content of the BitmapData.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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.
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.
Note that the format of the color received will be different depending on if the system is big or little endian.
It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
The callback will also be sent the pixels x and y coordinates respectively.</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>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The callback that will be sent each pixel color to be processed.</p></td>
</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">
&lt;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">
&lt;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">
&lt;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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The height of the region to process.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.
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>.
Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.
The <code>color</code> property is an Int32 of the full color. Note the endianess of this will change per system.
The <code>rgba</code> property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.
The callback will also be sent the pixels x and y coordinates respectively.
The callback must return either <code>false</code>, in which case no change will be made to the pixel, or a new color object.
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>
</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>
<td class="description last"><p>The callback that will be sent each pixel color object to be processed.</p></td>
</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">
&lt;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">
&lt;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">
&lt;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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The height of the region to process.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height 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 of the top-left of the Rectangle.</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 top-left of the Rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The width of the Rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The height of the Rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>fillStyle</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>If set the context fillStyle will be set to this value before the rect is drawn.</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1823">line 1823</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="render"><span class="type-signature"></span>render<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
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.
If you wish to suppress this functionality set BitmapData.disableTextureUpload to <code>true</code>.</p>
</div>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2000">line 2000</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.</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>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">
&lt;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>
<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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resize"><span class="type-signature"></span>resize<span class="signature">(width, height)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.</p>
</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>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>
<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 -
<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>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<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">
&lt;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">
&lt;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">
&lt;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">
&lt;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>
<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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-804">line 804</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<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">
&lt;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>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-967">line 967</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the color of the given pixel to the specified red, green, blue and alpha 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>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">
&lt;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>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-928">line 928</a>
</dt>
</dl>
</dd>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.
You can cancel an existing shadow by calling this method and passing no parameters.
Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage.</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>color</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</tr>
<tr>
<td class="name"><code>blur</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
5
</td>
<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>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
10
</td>
<td class="description last"><p>The horizontal offset of the shadow in pixels.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
10
</td>
<td class="description last"><p>The vertical offset of the shadow in pixels.</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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.
Shifting will add the given value onto the current h, s and l values, not replace them.
The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.</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">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The amount to shift the hue by.</p></td>
</tr>
<tr>
<td class="name"><code>s</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The amount to shift the saturation by.</p></td>
</tr>
<tr>
<td class="name"><code>l</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The amount to shift the lightness by.</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">
&lt;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>
<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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws text to the BitmapData in the given font and color.
The default font is 14px Courier, so useful for quickly drawing debug text.
If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method.</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>text</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</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">
</td>
<td class="default">
</td>
<td class="description last"><p>The x coordinate of the top-left of the text string.</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 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>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'14px Courier'
</td>
<td class="description last"><p>The font. This is passed directly to Context.font, so anything that can support, this can.</p></td>
</tr>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'rgb(255,255,255)'
</td>
<td class="description last"><p>The color the text will be drawn in.</p></td>
</tr>
<tr>
<td class="name"><code>shadow</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Draw a single pixel black shadow below the text (offset by text.x/y + 1)</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1847">line 1847</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<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>
|
<span class="param-type">Image</span>
</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">
&lt;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>
</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 -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1950">line 1950</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>This re-creates the BitmapData.imageData from the current context.
It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
If not given the dimensions defaults to the full size of the context.</p>
<p>Warning: This is a very expensive operation, so use it sparingly.</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">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The x coordinate of the top-left of the image data area to grab 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">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The y coordinate of the top-left of the image data area to grab 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">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The width of the image data area.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The height of the image data area.</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 -
<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>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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