RenderTexture#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Source code: pixi/textures/RenderTexture.js (Line 99)

Utils.Debug#bodyInfo()

bodyInfo(sprite, x, y, color) Render a Sprites Physic Body information. Parameters Name Type Argument Default Description sprite Phaser.Sprite The sprite to be rendered. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 781)

Line#centerOn()

centerOn(x, y) → {Phaser.Line} Centers this Line on the given coordinates. The line is centered by positioning the start and end points so that the lines midpoint matchesthe coordinates given. Parameters Name Type Description x number The x position to center the line on. y number The y position to center the line on. Returns Phaser.Line - This line object Source code: geom/Line.js (Line 200)

FlexLayer#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

BaseTexture#skipRender

skipRender : boolean A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture)that has children that you do want to render, without causing a batch flush in the process. Source code: pixi/textures/BaseTexture.js (Line 115)

BaseTexture#updateSourceImage()

updateSourceImage(newSrc) This method is deprecated and should not be used. It may be removed in the future. Changes the source image of the texture Parameters Name Type Description newSrc String the path of the image Deprecated: true Source code: pixi/textures/BaseTexture.js (Line 171)

Bullet#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Particle#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Button#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

Polygon#setTo()

setTo(points) → {Phaser.Polygon} Sets this Polygon to the given points. The points can be set from a variety of formats: An array of Point objects: [new Phaser.Point(x1, y1), ...] An array of objects with public x/y properties: [obj1, obj2, ...] An array of paired numbers that represent point coordinates: [x1,y1, x2,y2, ...] An array of arrays with two elements representing x/y coordinates: [[x1, y1], [x2, y2], ...] As separate Point arguments: setTo(new Phaser.Point(x1, y1), ...) As sep