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

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

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

getFirstDead(createIfNull, x, y, key,

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

onBlur : Phaser.Signal This event is fired when the

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.

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

preUpdate() Camera preUpdate. Sets the total view counter to zero. Source code:

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