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

device : Phaser.Device Contains device information

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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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Stage#update()
  • References/Game Development/Phaser/Core/Stage

update() This is called automatically after the State.update, but before particles or plugins update.

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

getChildAt(index) → {DisplayObject}

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

removeAll(destroy, silent, destroyTexture) Removes

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

[readonly] renderType : number The Renderer this game will use. Either Phaser.AUTO, Phaser

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

cache : Phaser.Cache Reference to the assets cache.

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