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

_width Properties: Name Type Description

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

preserveDrawingBuffer : boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil

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

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

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

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects

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

alignIn(container, position, offsetX, offsetY)

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

getFirstExists(exists, createIfNull, x, y,

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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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Stage#game
  • References/Game Development/Phaser/Core/Stage

game : Phaser.Game A reference to the currently running Game

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

[readonly] randomX : number Gets a random integer which is lesser than or equal to the current

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