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

onFlashComplete : Phaser.Signal This signal is dispatched

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

[readonly] height : integer The current Game Height in pixels. Do not modify this

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

remove(child, destroy, silent) → {boolean}

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[static] SHAKE_VERTICAL : number Source code:

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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Filter#height
  • References/Game Development/Phaser/Core/Filter

height : number The height (resolution uniform) Source code:

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

sort(key, order) Sort the children in the group according to a particular

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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