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

frame :Rectangle The frame specifies the region of the base texture that this texture uses

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

destroy(destroyBase) Destroys this texture Parameters Name

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

crop :Rectangle This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,irrespective

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

width : number The width of the Texture in pixels. Source code:

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

trim :Rectangle The texture trim data. Source code:

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Texture.fromCanvas()
  • References/Game Development/Phaser/PIXI/PIXI.Texture

<static> fromCanvas(canvas, scaleMode) → {

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

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

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

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite. Source

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

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

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