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

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

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

remove(child, destroy, silent) → {boolean}

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

getFirstDead(createIfNull, x, y, key,

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

setBoundsToWorld() Update the Camera bounds to match the game world. Source code:

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

onBlur : Phaser.Signal This event is fired when the

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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