Strip#canvasPadding

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other. Source code: pixi/extras/Strip.js (Line 60)

Strip#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/Strip.js (Line 51)

Strip#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Strip#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

StateManager#states

states : Object The object containing Phaser.States. Source code: core/StateManager.js (Line 27)

StateManager#StateManager

new StateManager(game, pendingState) The State Manager is responsible for loading, setting up and switching game states. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. pendingState Phaser.State | Object <optional> null A State object to seed the manager with. Source code: core/StateManager.js (Line 17)

StateManager#start()

start(key, clearWorld, clearCache, parameter) Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State. Parameters Name Type Argument Default Description key string The key of the state you want to start. clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need man

StateManager#restart()

restart(clearWorld, clearCache, parameter) Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted. Parameters Name Type Argument Default Description clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly) clearCache boolean <optional> false Clear the Game.Cache? This purg

StateManager#remove()

remove(key) Delete the given state. Parameters Name Type Description key string A unique key you use to reference this state, i.e. "MainMenu", "Level1". Source code: core/StateManager.js (Line 231)

StateManager#preUpdate()

preUpdate() preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously. Source code: core/StateManager.js (Line 324)