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

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters

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

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

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

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

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CanvasRenderer#render()
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

render(root) Renders the DisplayObjectContainer, usually the Phaser.Stage, to this canvas view. Parameters

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

removeChild(child) → {DisplayObject}

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

preserveDrawingBuffer : boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil

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Strip#height
  • References/Game Development/Phaser/PIXI/PIXI.Strip

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

generateTexture(resolution, scaleMode, padding)

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

removeChild(child) → {DisplayObject}

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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