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

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so.

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

getChildAt(index) → {DisplayObject}

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

device : Phaser.Device Contains device information

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

stage : Phaser.Stage Reference to the stage.

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

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

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

getChildAt(index) → {DisplayObject}

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

addMultiple(children, silent) → {Array.<

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