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

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

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

id : number Reserved for future multiple camera set-ups. Source code:

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

alpha : number The alpha value of the group container. Inherited From

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

plugins : Phaser.PluginManager Reference

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

getFirstAlive(createIfNull, x, y, key,

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

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

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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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