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

flash(color, duration, force) → {boolean}

2025-01-10 15:47:30
World#setChildIndex()
  • References/Game Development/Phaser/Core/World

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

2025-01-10 15:47:30
Game#clearBeforeRender
  • References/Game Development/Phaser/Core/Game

clearBeforeRender : boolean Clear the Canvas each frame before rendering the display list.You can set this to false

2025-01-10 15:47:30
World#next()
  • References/Game Development/Phaser/Core/World

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

2025-01-10 15:47:30
Game#enableStep()
  • References/Game Development/Phaser/Core/Game

enableStep() Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)Calling

2025-01-10 15:47:30
Game#width
  • References/Game Development/Phaser/Core/Game

[readonly] width : integer The current Game Width in pixels. Do not modify this

2025-01-10 15:47:30
Game#sound
  • References/Game Development/Phaser/Core/Game

sound : Phaser.SoundManager Reference to

2025-01-10 15:47:30
Filter#Filter
  • References/Game Development/Phaser/Core/Filter

new Filter(game, uniforms, fragmentSrc) This is a base Filter class to use for any Phaser filter development. The vast majority

2025-01-10 15:47:30
Camera#focusOn()
  • References/Game Development/Phaser/Core/Camera

focusOn(displayObject) Move the camera focus on a display object instantly. Parameters

2025-01-10 15:47:30
World#addToHash()
  • References/Game Development/Phaser/Core/World

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

2025-01-10 15:47:30