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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: docs/pixi-jsdoc.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PolyK.html">PolyK</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: docs/pixi-jsdoc.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @namespace PIXI */ /** * @fileoverview * @author Mat Groves http://matgroves.com/ @Doormat23 * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 1 */ /** * @class PIXI.DisplayObject * @description The base class for all objects that are rendered on the screen. This is an abstract class and should not be used on its own rather it should be extended. * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 5 */ /** * @description The coordinate of the object relative to the local coordinates of the parent. * @member PIXI.DisplayObject#position * @type {Point} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 14 */ /** * @description The scale factor of the object. * @member PIXI.DisplayObject#scale * @type {Point} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 22 */ /** * @description The pivot point of the displayObject that it rotates around * @member PIXI.DisplayObject#pivot * @type {Point} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 30 */ /** * @description The rotation of the object in radians. * @member PIXI.DisplayObject#rotation * @type {Number} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 38 */ /** * @description The opacity of the object. * @member PIXI.DisplayObject#alpha * @type {Number} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 46 */ /** * @description The visibility of the object. * @member PIXI.DisplayObject#visible * @type {Boolean} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 54 */ /** * @description This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) * @member PIXI.DisplayObject#hitArea * @type {(Rectangle|Circle|Ellipse|Polygon)} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 62 */ /** * @description Can this object be rendered * @member PIXI.DisplayObject#renderable * @type {Boolean} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 71 */ /** * @description [read-only] The display object container that contains this display object. * @member PIXI.DisplayObject#parent * @type {PIXI.DisplayObjectContainer} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 79 */ /** * @description [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. * @member PIXI.DisplayObject#stage * @type {Stage} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 88 */ /** * @description [read-only] The multiplied alpha of the displayObject * @member PIXI.DisplayObject#worldAlpha * @type {Number} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 97 */ /** * @description [read-only] Current transform of the object based on world (parent) factors * @member PIXI.DisplayObject#worldTransform * @type {Matrix} * @readonly * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 106 */ /** * @description The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account. * @member PIXI.DisplayObject#worldPosition * @type {Point} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 116 */ /** * @description The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account. * @member PIXI.DisplayObject#worldScale * @type {Point} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 126 */ /** * @description The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account. * @member PIXI.DisplayObject#worldRotation * @type {Number} * @readonly * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 136 */ /** * @description cached sin rotation and cos rotation * @member PIXI.DisplayObject#_sr * @type {Number} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 146 */ /** * @description cached sin rotation and cos rotation * @member PIXI.DisplayObject#_cr * @type {Number} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 155 */ /** * @description The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle * @member PIXI.DisplayObject#filterArea * @type {Rectangle} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 164 */ /** * @description The original, cached bounds of the object * @member PIXI.DisplayObject#_bounds * @type {Rectangle} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 173 */ /** * @description The most up-to-date bounds of the object * @member PIXI.DisplayObject#_currentBounds * @type {Rectangle} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 182 */ /** * @description The original, cached mask of the object * @member PIXI.DisplayObject#_mask * @type {Rectangle} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 191 */ /** * @description Cached internal flag. * @member PIXI.DisplayObject#_cacheAsBitmap * @type {Boolean} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 200 */ /** * @description Cached internal flag. * @member PIXI.DisplayObject#_cacheIsDirty * @type {Boolean} * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 209 */ /** * @description Destroy this DisplayObject. Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites. * @method PIXI.DisplayObject#destroy * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 223 */ /** * @description [read-only] Indicates if the sprite is globally visible. * @member PIXI.DisplayObject#worldVisible * @type {Boolean} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 258 */ /** * @description Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null. * @member PIXI.DisplayObject#mask * @type {PIXI.Graphics} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 282 */ /** * @description Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer. To remove filters simply set this property to 'null'. You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset this objects blend mode to NORMAL. * @member PIXI.DisplayObject#filters * @type {Array&lt;Filter>} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 307 */ /** * @description Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null' * @member PIXI.DisplayObject#cacheAsBitmap * @type {Boolean} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 355 */ /** * @description Retrieves the bounds of the displayObject as a rectangle object * @method PIXI.DisplayObject#getBounds * @param {Matrix} matrix - * @return {Rectangle} the rectangular bounding area * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 497 */ /** * @description Retrieves the local bounds of the displayObject as a rectangle object * @method PIXI.DisplayObject#getLocalBounds * @return {Rectangle} the rectangular bounding area * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 510 */ /** * @description Sets the object's stage reference, the stage this object is connected to * @method PIXI.DisplayObject#setStageReference * @param {Stage} stage - the stage that the object will have as its current stage reference * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 521 */ /** * @description Empty, to be overridden by classes that require it. * @method PIXI.DisplayObject#preUpdate * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 532 */ /** * @description Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times. * @method PIXI.DisplayObject#generateTexture * @param {Number} resolution - The resolution of the texture being generated * @param {Number} scaleMode - See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param {(PIXI.CanvasRenderer|PIXI.WebGLRenderer)} renderer - The renderer used to generate the texture. * @return {PIXI.RenderTexture} a texture of the graphics object * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 541 */ /** * @description Generates and updates the cached sprite for this object. * @method PIXI.DisplayObject#updateCache * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 565 */ /** * @description Calculates the global position of the display object * @method PIXI.DisplayObject#toGlobal * @param {Point} position - The world origin to calculate from * @return {Point} A point object representing the position of this object * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 575 */ /** * @description Calculates the local position of the display object relative to another point * @method PIXI.DisplayObject#toLocal * @param {Point} position - The world origin to calculate from * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from * @return {Point} A point object representing the position of this object * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 589 */ /** * @description Internal method. * @method PIXI.DisplayObject#_renderCachedSprite * @param {Object} renderSession - The render session * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 610 */ /** * @description Internal method. * @method PIXI.DisplayObject#_generateCachedSprite * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 631 */ /** * @description Destroys the cached sprite. * @method PIXI.DisplayObject#_destroyCachedSprite * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 678 */ /** * @description Renders the object using the WebGL renderer * @method PIXI.DisplayObject#_renderWebGL * @param {RenderSession} renderSession - * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 694 */ /** * @description Renders the object using the Canvas renderer * @method PIXI.DisplayObject#_renderCanvas * @param {RenderSession} renderSession - * @access private * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 708 */ /** * @description The position of the displayObject on the x axis relative to the local coordinates of the parent. * @member PIXI.DisplayObject#x * @type {Number} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 722 */ /** * @description The position of the displayObject on the y axis relative to the local coordinates of the parent. * @member PIXI.DisplayObject#y * @type {Number} * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObject.js * @sourceline 740 */ /** * @fileoverview * @author Mat Groves http://matgroves.com/ @Doormat23 * @sourcefile /Users/rich/Documents/phaser/src/pixi/display/DisplayObjectContainer.js * @sourceline 1 */ /** * @class PIXI.DisplayObjectContainer * @description A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other object