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

height : number The height (resolution uniform) Source code:

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

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

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. 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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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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World#rotation
  • References/Game Development/Phaser/Core/World

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

addChild(child) → {DisplayObject}

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

scale : Phaser.Point The scale of the display object

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

getRandom(startIndex, length) → {any} Returns

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