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
Camera.FOLLOW_LOCKON
  • References/Game Development/Phaser/Core/Camera

[static] FOLLOW_LOCKON : number Source code:

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

antialias : boolean Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to

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

clearBeforeRender : boolean Clear the Canvas each frame before rendering the display list.You can set this to false

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

[static] SHAKE_HORIZONTAL : number Source code:

2025-01-10 15:47:30
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

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

[readonly] resolution : integer The resolution of your game. This value is read only, but

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

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
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

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

setPosition(x, y) A helper function to set both the X and Y properties of the camera at oncewithout having to use game.camera

2025-01-10 15:47:30