Game#enableStep()
  • References/Game Development/Phaser/Core/Game

enableStep() Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)Calling

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

new Game(width, height, renderer, parent,

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

rnd : Phaser.RandomDataGenerator

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

alignIn(container, position, offsetX, offsetY)

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

_width Properties: Name Type Description

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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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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