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

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

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

physicsBodyType : integer If enableBody

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

onBlur : Phaser.Signal This event is fired when the

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

checkVisibility() Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser.

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

[readonly] stepCount : number When stepping is enabled this contains the current step cycle

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

scale : Phaser.ScaleManager The game

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

dirty : boolean Internal PIXI var. Default Value

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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