Bullet#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds

RenderTexture#isTiling

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite. Inherited From PIXI.Texture#isTiling Source code: pixi/textures/Texture.js (Line 79)

Rectangle#halfWidth

[readonly] halfWidth : number Half of the width of the Rectangle. Source code: geom/Rectangle.js (Line 452)

Tilemap#width

width : number The width of the map (in tiles). Source code: tilemap/Tilemap.js (Line 50)

Game#disableStep()

disableStep() Disables core game loop stepping. Source code: core/Game.js (Line 976)

Stage#exists

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped. Default Value true Source code: core/Stage.js (Line 46)

FlexGrid#refresh()

refresh() Updates all internal vars such as the bounds and scale values. Source code: core/FlexGrid.js (Line 256)

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

BitmapData#generateTexture()

generateTexture(key) → {PIXI.Texture} Creates a new Image element by converting this BitmapDatas canvas into a dataURL. The image is then stored in the image Cache using the key given. Finally a PIXI.Texture is created based on the image and returned. You can apply the texture to a sprite or any other supporting object by using either thekey or the texture. First call generateTexture: var texture = bitmapdata.generateTexture('ball'); Then you can either apply the texture to a sprite: game.add

TilingSprite#height

height : number The height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 27)