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

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

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

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

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

initShaderBuffers() Initialises the shader buffers. Source code:

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

destroy(destroyBase) Destroys this texture Parameters Name

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

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

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

getChildAt(index) → {DisplayObject}

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

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}

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