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

debug : Phaser.Utils.Debug A set of

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

update() This is called automatically after the State.update, but before particles or plugins update.

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

stage : Phaser.Stage Reference to the stage.

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

[readonly] renderType : number The Renderer this game will use. Either Phaser.AUTO, Phaser

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

onResume : Phaser.Signal This event is fired when

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

fpsProblemNotifier : Phaser.Signal If the game is

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