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

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

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

scale : Phaser.Point The scale of the display object

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

addChild(child) → {DisplayObject}

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

lerp : Phaser.Point The linear interpolation value

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

createMultiple(quantity, key, frame, exists) → {array}

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

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

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