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

camera : Phaser.Camera Camera instance.

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

onDestroy : Phaser.Signal This signal is dispatched

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

[readonly] centerY : number Gets the Y position corresponding to the center point of the world

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

height : number Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions

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

onShakeComplete : Phaser.Signal This signal is dispatched

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

removeChildAt(index) → {DisplayObject}

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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