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

onFocus : Phaser.Signal This event is fired when the

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

setProperty(child, key, value, operation, force) → {boolean}

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

setBounds(x, y, width, height) Updates the size of this world and sets World.x/y to the given valuesThe Camera bounds and Physics

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

wrap(sprite, padding, useBounds, horizontal, vertical)

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

onDestroy : Phaser.Signal This signal is dispatched

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

[static] FOLLOW_PLATFORMER : number Source code:

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