TilingSprite#anchor
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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DisplayObjectContainer#swapChildren()
  • References/Game Development/Phaser/PIXI/PIXI.DisplayObjectContainer

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Texture#valid
  • References/Game Development/Phaser/PIXI/PIXI.Texture

valid : boolean This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.

2025-01-10 15:47:30
Rope#canvasPadding
  • References/Game Development/Phaser/PIXI/PIXI.Rope

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit

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Texture#height
  • References/Game Development/Phaser/PIXI/PIXI.Texture

height : number The height of the Texture in pixels. Source code:

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CanvasRenderer#transparent
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

transparent : boolean Whether the render view is transparent Source code:

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DisplayObjectContainer#contains()
  • References/Game Development/Phaser/PIXI/PIXI.DisplayObjectContainer

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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Graphics#arc()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {

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Sprite#setTexture()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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TilingSprite#removeChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

removeChildAt(index) → {DisplayObject}

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