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

[readonly] totalInView : number The total number of Sprites with autoCull set

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Filter#addToWorld()
  • References/Game Development/Phaser/Core/Filter

addToWorld(x, y, width, height, anchorX

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

load : Phaser.Loader Reference to the assets loader

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

physicsConfig : Object The Phaser.Physics.World configuration object. Source

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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Game#destroy()
  • References/Game Development/Phaser/Core/Game

destroy() Nukes the entire game from orbit. Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game

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Filter#setResolution()
  • References/Game Development/Phaser/Core/Filter

setResolution(width, height) Set the resolution uniforms on the filter. Parameters

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

config : Object The Phaser.Game configuration object. Source code:

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

visibilityChange(event) This method is called when the document visibility is changed. Parameters

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