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

[readonly] centerY : number Gets the Y position corresponding to the center point of the world

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

shutdown() Destroyer of worlds. Source code:

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

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

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

bounds : Phaser.Rectangle The World has no

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