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

[readonly] physicsType : number The const physics body type of this object.

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

getRandomExists(startIndex, endIndex) → {any}

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

world : Phaser.World Reference to the world.

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

create : Phaser.Create The Asset Generator.

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

alignTo(parent, position, offsetX, offsetY) → {

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

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

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

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

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