createMultiple(quantity, key, frame, exists) → {array}
onChildInputDown : Phaser.Signal This Signal is dispatched
sort(key, order) Sort the children in the group according to a particular
height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().
removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.
setBoundsToWorld() Update the Camera bounds to match the game world. Source code:
game : Phaser.Game A reference to the currently running game
x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets
lockRender : boolean If false Phaser will automatically render the display list every update. If true
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