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

removeChild(child) → {DisplayObject}

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

state : Phaser.StateManager The StateManager

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

removeChildAt(index) → {DisplayObject}

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

[static] SHAKE_BOTH : number Source code:

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

shutdown() Destroyer of worlds. Source code:

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

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

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Camera#setSize()
  • References/Game Development/Phaser/Core/Camera

setSize(width, height) Sets the size of the view rectangle given the width and height in parameters. Parameters

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

moveAll(group, silent) → {Phaser

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