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

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

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

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

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

preUpdate() This is called automatically after the plugins preUpdate and before the State.update.Most objects have preUpdate methods

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

addAt(child, index, silent) → {

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

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

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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

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

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

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

[readonly] pendingStep : boolean An internal property used by enableStep, but also useful

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

padding : number Internal PIXI var. Source code:

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