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

[readonly] height : integer The current Game Height in pixels. Do not modify this

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

onBlur : Phaser.Signal This event is fired when the

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

lockRender : boolean If false Phaser will automatically render the display list every update. If true

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

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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

net : Phaser.Net Reference to the network class.

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

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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

scale : Phaser.ScaleManager The game

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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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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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