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

[readonly] height : integer The current Game Height in pixels. Do not modify this

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.

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Camera#preUpdate()
  • References/Game Development/Phaser/Core/Camera

preUpdate() Camera preUpdate. Sets the total view counter to zero. Source code:

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

height : number The height (resolution uniform) Source code:

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

displayObject :PIXI.DisplayObject The display object to which all game objects are added. Set by World.boot.

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

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

addChild(child) → {DisplayObject}

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