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

name : string The name of this object. Default Value

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

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

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

particles : Phaser.Particles The Particle

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

[static] SHAKE_HORIZONTAL : number Source code:

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

[static] FOLLOW_LOCKON : number Source code:

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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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