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

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

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

addChildAt(child, index) → {DisplayObject}

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

renderSession : Object Source code:

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

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

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

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

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

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

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Strip#getBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Strip

getBounds(matrix) → {Rectangle} Returns the bounds of the mesh as a rectangle. The bounds calculation

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

pushMask(maskData, renderSession) This method adds it to the current stack of masks. Parameters

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