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

[readonly] _definedSize : boolean True if the World has been given a specifically defined

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

[readonly] children : Array.<Displa

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

checkAll(key, value, checkAlive, checkVisible, force)

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

addChildAt(child, index) → {DisplayObject}

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

camera : Phaser.Camera Camera instance.

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

focusOnXY(x, y) Move the camera focus on a location instantly. Parameters

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

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

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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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