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

physicsConfig : Object The Phaser.Physics.World configuration object. Source

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

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

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

shake(intensity, duration, force, direction,

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

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

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

config : Object The Phaser.Game configuration object. Source code:

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

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

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