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

deadzone : Phaser.Rectangle Moving inside this

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

sound : Phaser.SoundManager Reference to

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

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

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

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

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Filter#init()
  • References/Game Development/Phaser/Core/Filter

init() Should be over-ridden. Source code:

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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