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

getAt(index) → {DisplayObject | integer}

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

enableBodyDebug : boolean If true when a physics body is created (via

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

target : Phaser.Sprite If the camera is tracking a

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

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

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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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