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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

stage : Phaser.Stage Reference to the stage.

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

[readonly] physicsType : number The const physics body type of this object.

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

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

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Filter#destroy()
  • References/Game Development/Phaser/Core/Filter

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

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

fpsProblemNotifier : Phaser.Signal If the game is

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

create : Phaser.Create The Asset Generator.

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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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