Phaser. BitmapText

new BitmapText(game, x, y, font, text, size)

BitmapText objects work by taking a texture file and an XML file that describes the font structure. It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to match the font structure.

BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by processing the font texture in an image editor, applying fills and any other effects required.

To create a BitmapText you can use:

BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner Littera (Web-based, free): http://kvazars.com/littera/

Parameters:
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

x number

X position of the new bitmapText object.

y number

Y position of the new bitmapText object.

font string

The key of the BitmapFont as stored in Game.Cache.

text string <optional>
''

The actual text that will be rendered. Can be set later via BitmapText.text.

size number <optional>
32

The size the font will be rendered in, in pixels.

Source - gameobjects/BitmapText.js, line 43

Extends

Members

_prevAnchor :Point

Inherited From:
Source - pixi/text/BitmapText.js, line 58

align :string

Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.

Source - gameobjects/BitmapText.js, line 181

alive :boolean

A useful flag to control if the Game Object is alive or dead.

This is set automatically by the Health components damage method should the object run out of health. Or you can toggle it via your game code.

This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

Inherited From:
Default Value:
  • true
Source - gameobjects/components/LifeSpan.js, line 50

alpha :Number

The opacity of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 65

anchor :Point

Inherited From:
Source - pixi/text/BitmapText.js, line 52

angle :number

The angle property is the rotation of the Game Object in degrees from its original orientation.

Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.

Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.

If you wish to work in radians instead of degrees you can use the property rotation instead. Working in radians is slightly faster as it doesn't have to perform any calculations.

Inherited From:
Source - gameobjects/components/Angle.js, line 29

animations :Phaser.AnimationManager

If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.

Inherited From:
Source - gameobjects/components/Core.js, line 173
See:

autoCull :boolean

A Game Object with autoCull set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has its renderable property set to false. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.

Inherited From:
Default Value:
  • false
Source - gameobjects/components/AutoCull.js, line 28

body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null

body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.

By default Game Objects won't add themselves to any physics system and their body property will be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object and system is the Physics system you are using. If none is given it defaults to Phaser.Physics.Arcade.

You can alternatively call game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.

Important: Enabling a Game Object for P2 or Ninja physics will automatically set its anchor property to 0.5, so the physics body is centered on the Game Object.

If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.

Type:
Inherited From:
Default Value:
  • null
Source - gameobjects/components/PhysicsBody.js, line 91

<readonly> bottom :number

The sum of the y and height properties. This is the same as y + height - offsetY.

Inherited From:
Source - gameobjects/components/Bounds.js, line 110

cacheAsBitmap :Boolean

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'

Inherited From:
Source - pixi/display/DisplayObject.js, line 336

cameraOffset :Phaser.Point

The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true.

The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

Inherited From:
Source - gameobjects/components/FixedToCamera.js, line 86

checkWorldBounds :boolean

If this is set to true the Game Object checks if it is within the World bounds each frame.

When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event.

If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event.

It also optionally kills the Game Object if outOfBoundsKill is true.

When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every frame.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.

Inherited From:
Default Value:
  • false
Source - gameobjects/components/InWorld.js, line 92

<readonly> children :Array.<DisplayObject>

[read-only] The array of children of this container.

Type:
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 17

<internal> components :object

The components this Game Object has installed.

Inherited From:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/components/Core.js, line 149

debug :boolean

A debug flag designed for use with Game.enableStep.

Inherited From:
Default Value:
  • false
Source - gameobjects/components/Core.js, line 198

<readonly> destroyPhase :boolean

As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.

Inherited From:
Source - gameobjects/components/Destroy.js, line 22

dirty :Boolean

The dirty state of this object.

Inherited From:
Source - pixi/text/BitmapText.js, line 75

events :Phaser.Events

All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this Game Object, or any of its components.

Inherited From:
Source - gameobjects/components/Core.js, line 165
See:

exists :boolean

Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When exists is set to false it will remove its physics body from the physics world if it has one. It also toggles the visible property to false as well.

Setting exists to true will add its physics body back in to the physics world, if it has one. It will also set the visible property to true.

Inherited From:
Source - gameobjects/components/Core.js, line 253

filterArea :Rectangle

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

Inherited From:
Source - pixi/display/DisplayObject.js, line 153

filters :Array.<Filter>

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'

Type:
  • Array.<Filter>
Inherited From:
Source - pixi/display/DisplayObject.js, line 298

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 world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.

The offsets are stored in the cameraOffset property.

Note that the cameraOffset values are in addition to any parent of this Game Object on the display list.

Be careful not to set fixedToCamera on Game Objects which are in Groups that already have fixedToCamera enabled on them.

Inherited From:
Source - gameobjects/components/FixedToCamera.js, line 56

font :string

The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

Source - gameobjects/BitmapText.js, line 225

fontSize :number

The size of the font in pixels.

Source - gameobjects/BitmapText.js, line 249

<readonly> fresh :boolean

A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update. This property is mostly used internally by the physics systems, but is exposed for the use of plugins.

Inherited From:
Source - gameobjects/components/Core.js, line 228

game :Phaser.Game

A reference to the currently running Game.

Inherited From:
Source - gameobjects/components/Core.js, line 134

height :Number

The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 62

hitArea :Rectangle|Circle|Ellipse|Polygon

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)

Type:
  • Rectangle | Circle | Ellipse | Polygon
Inherited From:
Source - pixi/display/DisplayObject.js, line 81

<readonly> inCamera :boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns true if they do, otherwise false if fully outside of the Cameras bounds.

Inherited From:
Source - gameobjects/components/AutoCull.js, line 37

input :Phaser.InputHandler|null

The Input Handler for this Game Object.

By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true.

After you have done this, this property will be a reference to the Phaser InputHandler.

Type:
Inherited From:
Source - gameobjects/components/InputEnabled.js, line 24

inputEnabled :boolean

By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.

You can then access the Input Handler via this.input.

Note that Input related events are dispatched from this.events, i.e.: events.onInputDown.

If you set this property to false it will stop the Input Handler from processing any more input events.

Inherited From:
Source - gameobjects/components/InputEnabled.js, line 38

<readonly> inWorld :boolean

Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.

Inherited From:
Source - gameobjects/components/InWorld.js, line 114

key :string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture

The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser.Cache. It can also be an instance of a RenderTexture, BitmapData or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

Type:
Inherited From:
Source - gameobjects/components/Core.js, line 183

<readonly> left :number

The left coordinate of the Game Object. This is the same as x - offsetX.

Inherited From:
Source - gameobjects/components/Bounds.js, line 59

lifespan :number

The lifespan allows you to give a Game Object a lifespan in milliseconds.

Once the Game Object is 'born' you can set this to a positive value.

It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame. When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Inherited From:
Default Value:
  • 0
Source - gameobjects/components/LifeSpan.js, line 65

mask :PIXI.Graphics

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.

Inherited From:
Source - pixi/display/DisplayObject.js, line 273

maxWidth :Number

The max width of this bitmap text in pixels. If the text provided is longer than the value provided, line breaks will be automatically inserted in the last whitespace. Disable by setting value to 0.

Inherited From:
Source - pixi/text/BitmapText.js, line 43

name :string

A user defined name given to this Game Object. This value isn't ever used internally by Phaser, it is meant as a game level property.

Inherited From:
Source - gameobjects/components/Core.js, line 142

<readonly> offsetX :number

The amount the Game Object is visually offset from its x coordinate. This is the same as width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.

Inherited From:
Source - gameobjects/components/Bounds.js, line 24

<readonly> offsetY :number

The amount the Game Object is visually offset from its y coordinate. This is the same as height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.

Inherited From:
Source - gameobjects/components/Bounds.js, line 42

outOfBoundsKill :boolean

If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false.

Inherited From:
Default Value:
  • false
Source - gameobjects/components/InWorld.js, line 100

<readonly> parent :PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 98

<readonly> physicsType :number

The const physics body type of this object.

Source - gameobjects/BitmapText.js, line 61

pivot :Point

The pivot point of the displayObject that it rotates around

Inherited From:
Source - pixi/display/DisplayObject.js, line 49

position :Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 14

<readonly> previousPosition :Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From:
Source - gameobjects/components/Core.js, line 205

<readonly> previousRotation :number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From:
Source - gameobjects/components/Core.js, line 212

renderable :Boolean

Can this object be rendered

Inherited From:
Source - pixi/display/DisplayObject.js, line 90

<readonly> renderOrderID :number

The render order ID is used internally by the renderer and Input Manager and should not be modified. This property is mostly used internally by the renderers, but is exposed for the use of plugins.

Inherited From:
Source - gameobjects/components/Core.js, line 220

The right coordinate of the Game Object. This is the same as x + width - offsetX.

Inherited From:
Source - gameobjects/components/Bounds.js, line 76

rotation :Number

The rotation of the object in radians.

Inherited From:
Source - pixi/display/DisplayObject.js, line 57

scale :Point

The scale factor of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 22

<readonly> stage :PIXI.Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From:
Source - pixi/display/DisplayObject.js, line 107

text :string

The text string to be displayed by this Text object, taking into account the style settings.

Source - gameobjects/BitmapText.js, line 274

<readonly> textHeight :Number

[read-only] The height of the overall text, different from fontSize, which is defined in the style object

Inherited From:
Source - pixi/text/BitmapText.js, line 33

<readonly> textWidth :Number

[read-only] The width of the overall text, different from fontSize, which is defined in the style object

Inherited From:
Source - pixi/text/BitmapText.js, line 23

tint :number

The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)

Source - gameobjects/BitmapText.js, line 203

<readonly> top :number

The y coordinate of the Game Object. This is the same as y - offsetY.

Inherited From:
Source - gameobjects/components/Bounds.js, line 93

transformCallback :function

The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.

Inherited From:
Source - pixi/display/DisplayObject.js, line 30

transformCallbackContext :Object

The context under which the transformCallback is invoked.

Inherited From:
Source - pixi/display/DisplayObject.js, line 41

<readonly> type :number

The const type of this object.

Source - gameobjects/BitmapText.js, line 55

visible :Boolean

The visibility of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 73

width :Number

The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 32

world :Phaser.Point

The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from position, which contains the x/y coordinates relative to the Game Objects parent.

Inherited From:
Source - gameobjects/components/Core.js, line 191

<readonly> worldAlpha :Number

[read-only] The multiplied alpha of the displayObject

Inherited From:
Source - pixi/display/DisplayObject.js, line 116

worldVisible :Boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From:
Source - pixi/display/DisplayObject.js, line 249

x :number

The position of the Game Object on the x axis relative to the local coordinates of the parent.

Inherited From:
Source - gameobjects/components/PhysicsBody.js, line 98

x :Number

The position of the displayObject on the x axis relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 672

y :Number

The position of the displayObject on the y axis relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 690

y :number

The position of the Game Object on the y axis relative to the local coordinates of the parent.

Inherited From:
Source - gameobjects/components/PhysicsBody.js, line 124

z :number

The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes.

Inherited From:
Source - gameobjects/components/Core.js, line 157

Methods

addChild(child) → {PIXI.DisplayObject}

Adds a child to the container.

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject to add to the container

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 92

addChildAt(child, index) → {PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:
Name Type Description
child PIXI.DisplayObject

The child to add

index Number

The index to place the child in

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 104

destroy()

Destroy this DisplayObject. Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites.

Inherited From:
Source - pixi/display/DisplayObject.js, line 212

destroy(destroyChildren)

Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.

If this Game Object has the Events component it will also dispatch the onDestroy event.

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called as well?

Inherited From:
Source - gameobjects/components/Destroy.js, line 33

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

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.

Parameters:
Name Type Description
resolution Number

The resolution of the texture being generated

scaleMode Number

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Returns:

a texture of the graphics object

Inherited From:
Source - pixi/display/DisplayObject.js, line 495

getBounds() → {Rectangle}

Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

Returns:
Rectangle -

The rectangular bounding area

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 304

getChildAt(index) → {PIXI.DisplayObject}

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child at the given index, if any.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 195

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject instance to identify

Returns:
Number -

The index position of the child display object to identify

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 160

getLocalBounds() → {Rectangle}

Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.

Returns:
Rectangle -

The rectangular bounding area

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 364

kill() → {PIXI.DisplayObject}

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.onKilled for the signal.

Note that killing a Game Object is a way for you to quickly recycle it in an object pool, it doesn't destroy the object or free it up from memory.

If you don't need this Game Object any more you should call destroy instead.

Returns:

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 113

postUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/BitmapText.js, line 150

preUpdate() → {boolean}

Automatically called by World.preUpdate.

Returns:
boolean -

True if the BitmapText was rendered, otherwise false.

Source - gameobjects/BitmapText.js, line 139

removeChild(child) → {PIXI.DisplayObject}

Removes a child from the container.

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject to remove

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 212

removeChildAt(index) → {PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 227

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:
Name Type Description
beginIndex Number

The beginning position. Default value is 0.

endIndex Number

The ending position. Default value is size of the container.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 245

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 404

reset(x, y, health) → {PIXI.DisplayObject}

Resets the Game Object.

This moves the Game Object to the given x/y world coordinates and sets fresh, exists, visible and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health to the given value.

If this Game Object has a Physics Body it will reset the Body.

Parameters:
Name Type Argument Default Description
x number

The x coordinate (in world space) to position the Game Object at.

y number

The y coordinate (in world space) to position the Game Object at.

health number <optional>
1

The health to give the Game Object if it has the Health component.

Returns:

This instance.

Inherited From:
Source - gameobjects/components/Reset.js, line 30

revive(health) → {PIXI.DisplayObject}

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.onRevived for the signal.

Parameters:
Name Type Argument Default Description
health number <optional>
1

The health to give the Game Object. Only set if the GameObject has the Health component.

Returns:

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 78

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:
Name Type Description
child PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index Number

The resulting index number for the child display object

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 177

setStageReference(stage)

Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.

Parameters:
Name Type Description
stage PIXI.Stage

the stage that the container will have as its current stage reference

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 388

setText(text)

Set the text string to be rendered.

Parameters:
Name Type Description
text String

The text that you would like displayed

Inherited From:
Source - pixi/text/BitmapText.js, line 87

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child PIXI.DisplayObject

-

child2 PIXI.DisplayObject

-

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 135

toGlobal(position) → {Point}

Calculates the global position of the display object

Parameters:
Name Type Description
position Point

The world origin to calculate from

Returns:
Point -

A point object representing the position of this object

Inherited From:
Source - pixi/display/DisplayObject.js, line 529

toLocal(position, from) → {Point}

Calculates the local position of the display object relative to another point

Parameters:
Name Type Argument Description
position Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns:
Point -

A point object representing the position of this object

Inherited From:
Source - pixi/display/DisplayObject.js, line 543

update()

Override this method in your own custom objects to handle any update requirements. It is called immediately after preUpdate and before postUpdate. Remember if this Game Object has any children you should call update on those too.

Inherited From:
Source - gameobjects/components/Core.js, line 297

updateCache()

Generates and updates the cached sprite for this object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 519
Phaser Copyright © 2012-2015 Photon Storm Ltd.
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