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  • Game Development
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  • Core
Core:
  • Camera
  • Filter
  • Game
  • Stage
  • World


×
World#addMultiple()
  • References/Game Development/Phaser/Core/World

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30
World#resetChild()
  • References/Game Development/Phaser/Core/World

resetChild(child, x, y, key, frame)

2025-01-10 15:47:30
Camera#atLimit
  • References/Game Development/Phaser/Core/Camera

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

2025-01-10 15:47:30
World#getByName()
  • References/Game Development/Phaser/Core/World

getByName(name) → {any} Searches the Group for the first instance of a child with the name

2025-01-10 15:47:30
Game#world
  • References/Game Development/Phaser/Core/Game

world : Phaser.World Reference to the world.

2025-01-10 15:47:30
Camera#fade()
  • References/Game Development/Phaser/Core/Camera

fade(color, duration, force) → {boolean}

2025-01-10 15:47:30
Camera#world
  • References/Game Development/Phaser/Core/Camera

world : Phaser.World A reference to the game world.

2025-01-10 15:47:30
Game#parent
  • References/Game Development/Phaser/Core/Game

parent : string | HTMLElement The Games DOM parent. Type string |

2025-01-10 15:47:30
Camera#position
  • References/Game Development/Phaser/Core/Camera

position : Phaser.Point The Cameras position. This

2025-01-10 15:47:30
World#hasProperty()
  • References/Game Development/Phaser/Core/World

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30

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