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

classType : Object The type of objects that will be created when using

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

shake(intensity, duration, force, direction,

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

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

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

[readonly] centerX : number Gets the X position corresponding to the center point of the world

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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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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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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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

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

resize(width, height) Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height

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

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

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