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

tweens : Phaser.TweenManager Reference

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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

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

physics : Phaser.Physics Reference to the physics

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

addChildAt(child, index) → {DisplayObject}

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

new Game(width, height, renderer, parent,

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

width : number The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets

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

rnd : Phaser.RandomDataGenerator

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

add : Phaser.GameObjectFactory

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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

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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