World#total
  • References/Game Development/Phaser/Core/World

[readonly] total : integer Total number of existing children in the group.

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Game#lockRender
  • References/Game Development/Phaser/Core/Game

lockRender : boolean If false Phaser will automatically render the display list every update. If true

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Game#stepping
  • References/Game Development/Phaser/Core/Game

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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Camera#lerp
  • References/Game Development/Phaser/Core/Camera

lerp : Phaser.Point The linear interpolation value

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World#getClosestTo()
  • References/Game Development/Phaser/Core/World

getClosestTo(object, callback, callbackContext) → {any}

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Stage#getChildIndex()
  • References/Game Development/Phaser/Core/Stage

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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Game#net
  • References/Game Development/Phaser/Core/Game

net : Phaser.Net Reference to the network class.

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World#onChildInputDown
  • References/Game Development/Phaser/Core/World

onChildInputDown : Phaser.Signal This Signal is dispatched

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World#sendToBack()
  • References/Game Development/Phaser/Core/World

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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Filter#game
  • References/Game Development/Phaser/Core/Filter

game : Phaser.Game A reference to the currently running game

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