Stage#width
  • References/Game Development/Phaser/Core/Stage

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

bounds : Phaser.Rectangle The Camera is bound

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

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

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Camera#resetFX()
  • References/Game Development/Phaser/Core/Camera

resetFX() Resets any active FX, such as a fade or flash and immediately clears it.Useful to calling after a fade in order to remove

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

[static] SHAKE_HORIZONTAL : number Source code:

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

cache : Phaser.Cache Reference to the assets cache.

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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

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