lib/pixi/src/core/display/DisplayObject.js
function DisplayObject()
{
    EventEmitter.call(this);

    /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @member {Point}
     */
    this.position = new math.Point();

    /**
     * The scale factor of the object.
     *
     * @member {Point}
     */
    this.scale = new math.Point(1, 1);

    /**
     * The pivot point of the displayObject that it rotates around
     *
     * @member {Point}
     */
    this.pivot = new math.Point(0, 0);

    /**
     * The rotation of the object in radians.
     *
     * @member {number}
     */
    this.rotation = 0;

    /**
     * The opacity of the object.
     *
     * @member {number}
     */
    this.alpha = 1;

    /**
     * The visibility of the object. If false the object will not be drawn, and
     * the updateTransform function will not be called.
     *
     * @member {boolean}
     */
    this.visible = true;

    /**
     * Can this object be rendered, if false the object will not be drawn but the updateTransform
     * methods will still be called.
     *
     * @member {boolean}
     */
    this.renderable = true;

    /**
     * The display object container that contains this display object.
     *
     * @member {Container}
     * @readOnly
     */
    this.parent = null;

    /**
     * The multiplied alpha of the displayObject
     *
     * @member {number}
     * @readOnly
     */
    this.worldAlpha = 1;

    /**
     * Current transform of the object based on world (parent) factors
     *
     * @member {Matrix}
     * @readOnly
     */
    this.worldTransform = new math.Matrix();

    /**
     * The area the filter is applied to. 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 {Rectangle}
     */
    this.filterArea = null;

    /**
     * cached sin rotation
     *
     * @member {number}
     * @private
     */
    this._sr = 0;

    /**
     * cached cos rotation
     *
     * @member {number}
     * @private
     */
    this._cr = 1;

    /**
     * The original, cached bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._bounds = new math.Rectangle(0, 0, 1, 1);

    /**
     * The most up-to-date bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._currentBounds = null;

    /**
     * The original, cached mask of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._mask = null;

    //TODO rename to _isMask
   // this.isMask = false;

    /**
     * Cached internal flag.
     *
     * @member {boolean}
     * @private
     */
    this._cacheAsBitmap = false;
    this._cachedObject = null;
}
function DisplayObject()
{
    EventEmitter.call(this);

    /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @member {Point}
     */
    this.position = new math.Point();

    /**
     * The scale factor of the object.
     *
     * @member {Point}
     */
    this.scale = new math.Point(1, 1);

    /**
     * The pivot point of the displayObject that it rotates around
     *
     * @member {Point}
     */
    this.pivot = new math.Point(0, 0);

    /**
     * The rotation of the object in radians.
     *
     * @member {number}
     */
    this.rotation = 0;

    /**
     * The opacity of the object.
     *
     * @member {number}
     */
    this.alpha = 1;

    /**
     * The visibility of the object. If false the object will not be drawn, and
     * the updateTransform function will not be called.
     *
     * @member {boolean}
     */
    this.visible = true;

    /**
     * Can this object be rendered, if false the object will not be drawn but the updateTransform
     * methods will still be called.
     *
     * @member {boolean}
     */
    this.renderable = true;

    /**
     * The display object container that contains this display object.
     *
     * @member {Container}
     * @readOnly
     */
    this.parent = null;

    /**
     * The multiplied alpha of the displayObject
     *
     * @member {number}
     * @readOnly
     */
    this.worldAlpha = 1;

    /**
     * Current transform of the object based on world (parent) factors
     *
     * @member {Matrix}
     * @readOnly
     */
    this.worldTransform = new math.Matrix();

    /**
     * The area the filter is applied to. 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 {Rectangle}
     */
    this.filterArea = null;

    /**
     * cached sin rotation
     *
     * @member {number}
     * @private
     */
    this._sr = 0;

    /**
     * cached cos rotation
     *
     * @member {number}
     * @private
     */
    this._cr = 1;

    /**
     * The original, cached bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._bounds = new math.Rectangle(0, 0, 1, 1);

    /**
     * The most up-to-date bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._currentBounds = null;

    /**
     * The original, cached mask of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._mask = null;

    //TODO rename to _isMask
   // this.isMask = false;

    /**
     * Cached internal flag.
     *
     * @member {boolean}
     * @private
     */
    this._cacheAsBitmap = false;
    this._cachedObject = null;
}
function DisplayObject ( ) { EventEmitter . call ( this ) ; /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @member {Point}
     */ this . position = new math . Point ( ) ; /**
     * The scale factor of the object.
     *
     * @member {Point}
     */ this . scale = new math . Point ( 1 , 1 ) ; /**
     * The pivot point of the displayObject that it rotates around
     *
     * @member {Point}
     */ this . pivot = new math . Point ( 0 , 0 ) ; /**
     * The rotation of the object in radians.
     *
     * @member {number}
     */ this . rotation = 0 ; /**
     * The opacity of the object.
     *
     * @member {number}
     */ this . alpha = 1 ; /**
     * The visibility of the object. If false the object will not be drawn, and
     * the updateTransform function will not be called.
     *
     * @member {boolean}
     */ this . visible = true ; /**
     * Can this object be rendered, if false the object will not be drawn but the updateTransform
     * methods will still be called.
     *
     * @member {boolean}
     */ this . renderable = true ; /**
     * The display object container that contains this display object.
     *
     * @member {Container}
     * @readOnly
     */ this . parent = null ; /**
     * The multiplied alpha of the displayObject
     *
     * @member {number}
     * @readOnly
     */ this . worldAlpha = 1 ; /**
     * Current transform of the object based on world (parent) factors
     *
     * @member {Matrix}
     * @readOnly
     */ this . worldTransform = new math . Matrix ( ) ; /**
     * The area the filter is applied to. 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 {Rectangle}
     */ this . filterArea = null ; /**
     * cached sin rotation
     *
     * @member {number}
     * @private
     */ this . _sr = 0 ; /**
     * cached cos rotation
     *
     * @member {number}
     * @private
     */ this . _cr = 1 ; /**
     * The original, cached bounds of the object
     *
     * @member {Rectangle}
     * @private
     */ this . _bounds = new math . Rectangle ( 0 , 0 , 1 , 1 ) ; /**
     * The most up-to-date bounds of the object
     *
     * @member {Rectangle}
     * @private
     */ this . _currentBounds = null ; /**
     * The original, cached mask of the object
     *
     * @member {Rectangle}
     * @private
     */ this . _mask = null ; //TODO rename to _isMask // this.isMask = false; /**
     * Cached internal flag.
     *
     * @member {boolean}
     * @private
     */ this . _cacheAsBitmap = false ; this . _cachedObject = null ; }
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.

@class
@memberof PIXI
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 .