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

scale : Phaser.ScaleManager The game

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

addToWorld(x, y, width, height, anchorX

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

create(x, y, key, frame, exists, index)

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

iterate(key, value, returnType, callback, callbackContext, args)

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

setBackgroundColor(color) Sets the background color for the Stage. The color can be given as a hex string ('#RRGGBB')

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Stage#backgroundColor
  • References/Game Development/Phaser/Core/Stage

backgroundColor : number | string Gets and sets the background color of the stage. The color can be given as a number: 0xff0000

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