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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

new World(game) "This world is but a canvas to our imagination." - Henry David Thoreau A game has only one world. The world is

2025-01-10 15:47:30
World#previous()
  • References/Game Development/Phaser/Core/World

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

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

width : number The width (resolution uniform) Source code:

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

removeChild(child) → {DisplayObject}

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

canvas :HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to.

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

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

2025-01-10 15:47:30
World#replace()
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
World#removeFromHash()
  • References/Game Development/Phaser/Core/World

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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