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

preUpdate() This is called automatically after the plugins preUpdate and before the State.update.Most objects have preUpdate methods

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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

2025-01-10 15:47:30
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')

2025-01-10 15:47:30
Stage#smoothed
  • References/Game Development/Phaser/Core/Stage

smoothed : boolean Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing

2025-01-10 15:47:30
Game#pendingStep
  • References/Game Development/Phaser/Core/Game

[readonly] pendingStep : boolean An internal property used by enableStep, but also useful

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

shake(intensity, duration, force, direction,

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

fragmentSrc :array | string The fragment shader code. Type array |

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

forceSingleUpdate : boolean Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you

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