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

currentRenderOrderID : number Reset each frame, keeps a count of the total number of objects updated.

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

removeBetween(startIndex, endIndex, destroy, silent)

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

getAll(property, value, startIndex, endIndex)

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

[readonly] _definedSize : boolean True if the World has been given a specifically defined

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

state : Phaser.StateManager The StateManager

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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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Camera#setSize()
  • References/Game Development/Phaser/Core/Camera

setSize(width, height) Sets the size of the view rectangle given the width and height in parameters. Parameters

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

shutdown() Destroyer of worlds. Source code:

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