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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RenderTexture#resize()
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

resize(width, height, updateBase) Resizes the RenderTexture. Parameters

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

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

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

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.

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

applyFilterPass(filter, filterArea, width, height) Applies the filter to the specified area. Parameters

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

addChild(child) → {DisplayObject}

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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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