FlexGrid#createCustomLayer()

createCustomLayer(width, height, children) → {Phaser.FlexLayer} A custom layer is centered on the game and maintains its aspect ratio as it scales up and down. Parameters Name Type Argument Description width number Width of this layer in pixels. height number Height of this layer in pixels. children Array.<PIXI.DisplayObject> <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/F

Filter#width

width : number The width (resolution uniform) Source code: core/Filter.js (Line 217)

Filter#update()

update(pointer) Updates the filter. Parameters Name Type Argument Description pointer Phaser.Pointer <optional> A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform. Source code: core/Filter.js (Line 125)

Filter#uniforms

uniforms : Object Default uniform mappings. Compatible with ShaderToy and GLSLSandbox. Source code: core/Filter.js (Line 72)

Filter#type

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER. Source code: core/Filter.js (Line 30)

Filter#setResolution()

setResolution(width, height) Set the resolution uniforms on the filter. Parameters Name Type Description width number The width of the display. height number The height of the display. Source code: core/Filter.js (Line 112)

Filter#prevPoint

prevPoint : Phaser.Point The previous position of the pointer (we don't update the uniform if the same) Source code: core/Filter.js (Line 61)

Filter#padding

padding : number Internal PIXI var. Source code: core/Filter.js (Line 56)

Filter#init()

init() Should be over-ridden. Source code: core/Filter.js (Line 104)

Filter#height

height : number The height (resolution uniform) Source code: core/Filter.js (Line 233)