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

postUpdate() This is called automatically before the renderer runs and after the plugins have updated.In postUpdate this is where

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

uniforms : Object Default uniform mappings. Compatible with ShaderToy and GLSLSandbox.

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

addToWorld(x, y, width, height, anchorX

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

load : Phaser.Loader Reference to the assets loader

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

[readonly] stepCount : number When stepping is enabled this contains the current step cycle

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

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

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

iterate(key, value, returnType, callback, callbackContext, args)

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

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

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

add(child, silent, index) → {

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