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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

2025-01-10 15:47:30
World#xy()
  • References/Game Development/Phaser/Core/World

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

2025-01-10 15:47:30
World#removeFromHash()
  • References/Game Development/Phaser/Core/World

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

2025-01-10 15:47:30
Game#paused
  • References/Game Development/Phaser/Core/Game

paused : boolean The paused state of the Game. A paused game doesn't update any of its subsystems.When a game is paused the

2025-01-10 15:47:30
World#resize()
  • References/Game Development/Phaser/Core/World

resize(width, height) Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height

2025-01-10 15:47:30
World#countDead()
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
Camera#totalInView
  • References/Game Development/Phaser/Core/Camera

[readonly] totalInView : number The total number of Sprites with autoCull set

2025-01-10 15:47:30
Camera#height
  • References/Game Development/Phaser/Core/Camera

height : number The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets

2025-01-10 15:47:30
Game#canvas
  • References/Game Development/Phaser/Core/Game

canvas :HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to.

2025-01-10 15:47:30
Game#isBooted
  • References/Game Development/Phaser/Core/Game

[readonly] isBooted : boolean Whether the game engine is booted, aka available.

2025-01-10 15:47:30