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

setBoundsToWorld() Update the Camera bounds to match the game world. Source code:

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

getClosestTo(object, callback, callbackContext) → {any}

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

onFlashComplete : Phaser.Signal This signal is dispatched

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

remove(child, destroy, silent) → {boolean}

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

physicsBodyType : integer If enableBody

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

[readonly] total : integer Total number of existing children in the group.

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

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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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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