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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

y : number The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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

visible : boolean Whether this camera is visible or not. Default Value

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

destroy() Clear down this Filter and null out references Source code:

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

onResume : Phaser.Signal This event is fired when

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

resetFX() Resets any active FX, such as a fade or flash and immediately clears it.Useful to calling after a fade in order to remove

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

atLimit : boolean Whether this camera is flush with the World Bounds or not. Source

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

bounds : Phaser.Rectangle The Camera is bound

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

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

2025-01-10 15:47:30