BaseTexture#height

[readonly] height : number [read-only] The height of the base texture set when the image has loaded Source code: pixi/textures/BaseTexture.js (Line 33)

BaseTexture#hasLoaded

[readonly] hasLoaded : boolean [read-only] Set to true once the base texture has loaded Source code: pixi/textures/BaseTexture.js (Line 51)

BaseTexture#forceLoaded()

forceLoaded(width, height) Forces this BaseTexture to be set as loaded, with the given width and height.Then calls BaseTexture.dirty.Important for when you don't want to modify the source object by forcing in complete or dimension properties it may not have. Parameters Name Type Description width Number The new width to force the BaseTexture to be. height Number The new height to force the BaseTexture to be. Source code: pixi/textures/BaseTexture.js (Line 137)

BaseTexture#dirty()

dirty() Sets all glTextures to be dirty. Source code: pixi/textures/BaseTexture.js (Line 183)

BaseTexture#destroy()

destroy() Destroys this base texture Source code: pixi/textures/BaseTexture.js (Line 154)

BaseTexture#BaseTexture

new BaseTexture(source, scaleMode) A texture stores the information that represents an image. All textures have a base texture. Parameters Name Type Description source String | Canvas the source object (image or canvas) scaleMode Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values Source code: pixi/textures/BaseTexture.js (Line 5)

AudioSprite#stop()

stop(marker) Stop a sound with the given name. Parameters Name Type Argument Default Description marker string <optional> '' The name of sound to stop. If none is given it will stop all sounds in the audio sprite. Source code: sound/AudioSprite.js (Line 93)

AudioSprite#sounds

sounds : Object An object containing the Phaser.Sound objects for the Audio Sprite. Source code: sound/AudioSprite.js (Line 54)

AudioSprite#play()

play(marker, volume) → {Phaser.Sound} Play a sound with the given name. Parameters Name Type Argument Default Description marker string <optional> The name of sound to play volume number <optional> 1 Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified). Returns Phaser.Sound - This sound instance. Source code: sound/AudioSprite.js (Line 77)

AudioSprite#key

key : string Asset key for the Audio Sprite. Source code: sound/AudioSprite.js (Line 29)