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

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

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

onResume : Phaser.Signal This event is fired when

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Stage#name
  • References/Game Development/Phaser/Core/Stage

name : string The name of this object. Default Value

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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

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

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

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so.

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

getRandomExists(startIndex, endIndex) → {any}

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

set(child, key, value, checkAlive, checkVisible, operation,

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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