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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

onFlashComplete : Phaser.Signal This signal is dispatched

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

physicsBodyType : integer If enableBody

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