RetroFont#getBase64()

getBase64() → {String} Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that. Returns String - A base64 encoded string of the texture. Inherited From PIXI.RenderTexture#getBase64 Source code: pixi/textures/RenderTexture.js (Line 309)

Particle#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

DOM.getAspectRatio()

<static> getAspectRatio(object) → {number} Get the Visual viewport aspect ratio (or the aspect ratio of an object or element) Parameters Name Type Argument Default Description object DOMElement | Object <optional> (visualViewport) The object to determine the aspect ratio for. Must have public width and height properties or methods. Returns number - The aspect ratio. Source code: utils/DOM.js (Line 100)

Rope#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

RenderTexture#setFrame()

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters Name Type Description frame Rectangle The frame of the texture to set it to Inherited From PIXI.Texture#setFrame Source code: pixi/textures/Texture.js (Line 178)

Video#width

width : number The width of the video in pixels. Source code: gameobjects/Video.js (Line 58)

Circle#Circle

new Circle(x, y, diameter) Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the center of the circle. y number <optional> 0 The y coordinate of the center of the circle.

Tile#isInteresting()

isInteresting(collides, faces) → {boolean} Is this tile interesting? Parameters Name Type Description collides boolean If true will check any collides value. faces boolean If true will check any face value. Returns boolean - True if the Tile is interesting, otherwise false. Source code: tilemap/Tile.js (Line 275)

Rectangle.union()

<static> union(a, b, output) → {Phaser.Rectangle} Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles. Parameters Name Type Argument Description a Phaser.Rectangle The first Rectangle object. b Phaser.Rectangle The second Rectangle object. output Phaser.Rectangle <optional> Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangl

Bullet#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number