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

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

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

destroy() Destroys the Stage and removes event listeners. Source code:

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

[static] FOLLOW_PLATFORMER : number Source code:

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

onFocus : Phaser.Signal This event is fired when the

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

bounds : Phaser.Rectangle The World has no

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

setProperty(child, key, value, operation, force) → {boolean}

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

removeBetween(startIndex, endIndex, destroy, silent)

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