World#top

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#top Source code: core/Group.js (Line 2817)

World#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

World#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

World#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

World#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

World#shutdown()

shutdown() Destroyer of worlds. Source code: core/World.js (Line 158)

World#setProperty()

setProperty(child, key, value, operation, force) → {boolean} Sets a property to the given value on the child. The operation parameter controls how the value is set. The operations are: 0: set the existing value to the given value; if force is true a new property will be created if needed 1: will add the given value to the value already present. 2: will subtract the given value from the value already present. 3: will multiply the value already present by the given value. 4: will divide the val

World#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child 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 PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

World#setBounds()

setBounds(x, y, width, height) Updates the size of this world and sets World.x/y to the given valuesThe Camera bounds and Physics bounds (if set) are also updated to match the new World bounds. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the game world in pixels. height number New height of the game world in pixels. Source code: core/World.js (Line 94)

World#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition