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Docs update.
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src/gameobjects/BitmapData.js

Lines changed: 8 additions & 2 deletions
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@@ -1551,7 +1551,13 @@ Phaser.BitmapData.prototype = {
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/**
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* Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.
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* You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.
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* When drawing it will take into account the Sprites rotation, scale and alpha values.
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*
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* The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.
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* When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.
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*
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* Note: You should ensure that at least 1 full update has taken place before calling this,
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* otherwise the objects are likely to render incorrectly, if at all.
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* You can trigger an update yourself by calling `stage.updateTransform()` before calling `draw`.
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*
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* @method Phaser.BitmapData#draw
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.RenderTexture} source - The Sprite, Image or Text object to draw onto this BitmapData.
@@ -1582,7 +1588,7 @@ Phaser.BitmapData.prototype = {
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*
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* Note: You should ensure that at least 1 full update has taken place before calling this,
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* otherwise the objects are likely to render incorrectly, if at all.
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* You can trigger an update yourself by calling `stage.updateTransform()` before calling `drawGroup`.
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* You can trigger an update yourself by calling `stage.updateTransform()` before calling `drawGroup`.
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*
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* @method Phaser.BitmapData#drawGroup
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* @param {Phaser.Group} group - The Group to draw onto this BitmapData. Can also be Phaser.World.

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