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

drawRect(x, y, width, height) → {PIXI.Graphics}

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BaseTexture#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.BaseTexture

destroy() Destroys this base texture Source code:

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Sprite#Sprite
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

new Sprite(texture) The Sprite object is the base for all textured objects that are rendered to the screen Parameters

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

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

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

baseTexture : PIXI.BaseTexture The

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

source :Image The image source that is used to create the texture. Source

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AbstractFilter#AbstractFilter
  • References/Game Development/Phaser/PIXI/PIXI.AbstractFilter

new AbstractFilter(fragmentSrc, uniforms) This is the base class for creating a PIXI filter. Currently only webGL supports filters.

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Graphics#boundsPadding
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

boundsPadding : number The bounds' padding used for bounds calculation. Source

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

addChildAt(child, index) → {DisplayObject}

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Strip#canvasPadding
  • References/Game Development/Phaser/PIXI/PIXI.Strip

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

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