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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

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

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

createMultiple(quantity, key, frame, exists) → {array}

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

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

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

lerp : Phaser.Point The linear interpolation value

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