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

tweens : Phaser.TweenManager Reference

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

camera : Phaser.Camera A handy reference to world.camera

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

game : Phaser.Game A reference to the currently running Game

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

new Filter(game, uniforms, fragmentSrc) This is a base Filter class to use for any Phaser filter development. The vast majority

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

math : Phaser.Math Reference to the math helper.

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

[static] FOLLOW_TOPDOWN_TIGHT : number Source code:

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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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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