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

getAll(property, value, startIndex, endIndex)

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

removeBetween(startIndex, endIndex, destroy, silent)

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

[static] FOLLOW_PLATFORMER : number Source code:

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

game : Phaser.Game A reference to the currently running Game

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Game#step()
  • References/Game Development/Phaser/Core/Game

step() When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame

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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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