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

sort(key, order) Sort the children in the group according to a particular

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

getFirstDead(createIfNull, x, y, key,

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

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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

net : Phaser.Net Reference to the network class.

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

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

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

displayObject :PIXI.DisplayObject The display object to which all game objects are added. Set by World.boot.

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