BaseTexture#skipRender
  • References/Game Development/Phaser/PIXI/PIXI.BaseTexture

skipRender : boolean A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do

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

tileScaleOffset :Point A point that represents the scale of the texture object Source

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Rope#getChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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WebGLRenderer#stencilManager
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

stencilManager : PIXI.WebGLStencilManager Manages the stencil buffer Source

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

drawCircle(x, y, diameter) → {PIXI.Graphics}

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

removeChildAt(index) → {DisplayObject}

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

drawShape(shape) → {PIXI.GraphicsData}

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