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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

shakeIntensity : number The Cameras shake intensity. Gets or sets the cameras shake intensity.

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

getAll(property, value, startIndex, endIndex)

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

currentRenderOrderID : number Reset each frame, keeps a count of the total number of objects updated.

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

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped.

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

name : string A name for this group. Not used internally but useful for debugging.

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

disableVisibilityChange : boolean By default if the browser tab loses focus the game will pause.You can stop that behavior

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

updateTransform() Updates the transforms for all objects on the display list.This overrides the Pixi default as we don't need

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

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

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