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

transparent : boolean Use a transparent canvas background or not. Source

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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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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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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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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

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

dirty : boolean Internal PIXI var. Default Value

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

new Stage(game) The Stage controls root level display objects upon which everything is displayed.It also handles browser visibility

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

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

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

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

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