global#blendModes

<constant> blendModes Various blend modes supported by Pixi. IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. Properties: Name Type Description blendModes.NORMAL Number blendModes.ADD Number blendModes.MULTIPLY Number blendModes.SCREEN Number blendModes.OVERLAY Number blendModes.DARKEN Number blendModes.LIGHTEN Number blendModes.COLOR_DODGE Number blendModes.COLOR_BURN Number blendModes.HARD_LIGHT Number bl

global#BITMAPTEXT

<constant> BITMAPTEXT : integer Game Object type. Source code: Phaser.js (Line 136)

global#BITMAPDATA

<constant> BITMAPDATA : integer Game Object type. Source code: Phaser.js (Line 185)

global#AUTO

<constant> AUTO : integer AUTO renderer - picks between WebGL or Canvas based on device. Source code: Phaser.js (Line 31)

global#ANGLE_UP

<constant> ANGLE_UP : integer The Angle (in degrees) a Game Object needs to be set to in order to face up. Source code: Phaser.js (Line 332)

global#ANGLE_SOUTH_WEST

<constant> ANGLE_SOUTH_WEST : integer The Angle (in degrees) a Game Object needs to be set to in order to face south west. Source code: Phaser.js (Line 381)

global#ANGLE_SOUTH_EAST

<constant> ANGLE_SOUTH_EAST : integer The Angle (in degrees) a Game Object needs to be set to in order to face south east. Source code: Phaser.js (Line 374)

global#ANGLE_RIGHT

<constant> ANGLE_RIGHT : integer The Angle (in degrees) a Game Object needs to be set to in order to face right. Source code: Phaser.js (Line 353)

global#ANGLE_NORTH_WEST

<constant> ANGLE_NORTH_WEST : integer The Angle (in degrees) a Game Object needs to be set to in order to face north west. Source code: Phaser.js (Line 367)

global#ANGLE_NORTH_EAST

<constant> ANGLE_NORTH_EAST : integer The Angle (in degrees) a Game Object needs to be set to in order to face north east. Source code: Phaser.js (Line 360)