![]() ![]() This member is internal (protected) and may be modified or removed in the future.Phaser will only render when this boolean is false. Should you wish to have fine-grained control over when Phaser renders then use the Game.lockRender boolean. This method is called automatically by Game.update, you don't need to call it directly. Any rendering that happens here will take place on-top of the display list.įinally plugin.postRender is called on any loaded plugins, in the order in which they were enabled. It then calls plugin.render on any loaded plugins, in the order in which they were enabled.Īfter this State.render is called. It then calls the renderer, which renders the entire display list, starting from the Stage object and working down. In here you can do any last minute adjustments of display objects as required. ![]() ![]() Public Properties add : Phaser.GameObjectFactory The default is for smooth textures, but disable if your game features pixel art.Ī physics configuration object to pass to the Physics world on creation. Use a transparent canvas background or not.ĭraw all image textures anti-aliased or not. A object consisting of Phaser.State functions (preload, create, update, render) or null. Entry Requirements: At least 4-5 GCSEs graded 9-4, including English or Maths at grade 4. Either a DOM ID (string) or the element itself. ICT (With Game Design and Creative Technologies) Extended Diploma. The DOM element into which this games canvas will be injected. Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all). If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given. "Hell, there are no rules here - we're trying to accomplish something." Providing quick access to common functions and handling the boot process. The Game object is the heart of your game, ![]()
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