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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

addChildAt(child, index) → {DisplayObject}

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

new CanvasRenderer(game) The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers

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

dirty() Sets all glTextures to be dirty. Source code:

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

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

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

beginFill(color, alpha) → {PIXI.Graphics}

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

pushFilter(filterBlock) Applies the filter and adds it to the current filter stack. Parameters

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

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

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

width : number The width of the canvas view Default Value

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

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

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