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

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

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

context :CanvasRenderingContext2D The canvas 2d context that everything is drawn with

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

destroy() Removes everything from the renderer (event listeners, spritebatch, etc...) Source

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

addChildAt(child, index) → {DisplayObject}

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

tileScale :Point The scaling of the image that is being tiled Source code:

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

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

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

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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

new Texture(baseTexture, frame, crop, trim) A texture stores the information

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

dirty : boolean Source code:

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