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

addChildAt(child, index) → {DisplayObject}

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

[readonly] children : Array.<Displa

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

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

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

new WebGLBlendModeManager(gl) Parameters Name Type Description

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CanvasMaskManager#popMask()
  • References/Game Development/Phaser/PIXI/PIXI.CanvasMaskManager

popMask(renderSession) Restores the current drawing context to the state it was before the mask was applied. Parameters

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

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

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

updateLocalBounds() Update the bounds of the object Source code:

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

view :HTMLCanvasElement The canvas element that everything is drawn to Source

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RenderTexture#noFrame
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited

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

destroyCachedSprite() Destroys a previous cached sprite. Source code:

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