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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

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

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

create : Phaser.Create The Asset Generator.

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

getFirstAlive(createIfNull, x, y, key,

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Game#disableStep()
  • References/Game Development/Phaser/Core/Game

disableStep() Disables core game loop stepping. Source code:

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