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

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

addChild(child) → {DisplayObject}

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

frame :Rectangle The frame specifies the region of the base texture that this texture uses

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

destroy() Destroys the filter and removes it from the filter stack. Source code:

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

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

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

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

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

resolution : number The resolution of the renderer Default Value

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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