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

[readonly] children : Array.<Displa

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

[readonly] isRunning : boolean Is game running or paused?

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Filter#update()
  • References/Game Development/Phaser/Core/Filter

update(pointer) Updates the filter. Parameters

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

onFadeComplete : Phaser.Signal This signal is dispatched

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

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

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

getAt(index) → {DisplayObject | integer}

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

context :CanvasRenderingContext2D A handy reference to renderer.context (only set for CANVAS games, not WebGL)

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

moveAll(group, silent) → {Phaser

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

onFocus : Phaser.Signal This event is fired when the

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