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  • Game Development
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Core:
  • Camera
  • Filter
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  • World


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

new Camera(game, id, x, y, width, height) A Camera is your view into the game world. It has a position and size and renders only those

2025-01-10 15:47:30
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

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

make : Phaser.GameObjectCreator

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

[static] FOLLOW_TOPDOWN : number Source code:

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

deadzone : Phaser.Rectangle Moving inside this

2025-01-10 15:47:30
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

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

addChildAt(child, index) → {DisplayObject}

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

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

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

follow(target, style, lerpX, lerpY) Tell the

2025-01-10 15:47:30

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