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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

stage : Phaser.Stage Reference to the stage.

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

onPause : Phaser.Signal This event is fired when the

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

roundPx : boolean If a Camera has roundPx set to true it will call view.floor as part of its update loop

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

shakeIntensity : number The Cameras shake intensity. Gets or sets the cameras shake intensity.

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

[static] FOLLOW_TOPDOWN : number Source code:

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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
Camera#view
  • References/Game Development/Phaser/Core/Camera

view : Phaser.Rectangle Camera view.The

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

2025-01-10 15:47:30