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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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Stage#disableVisibilityChange
  • References/Game Development/Phaser/Core/Stage

disableVisibilityChange : boolean By default if the browser tab loses focus the game will pause.You can stop that behavior

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

removeChildAt(index) → {DisplayObject}

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

bounds : Phaser.Rectangle The World has no

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

time : Phaser.Time Reference to the core game clock.

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

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

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

[static] SHAKE_BOTH : number Source code:

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