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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

game : Phaser.Game A reference to the currently running Game

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

destroy() Destroys the Stage and removes event listeners. Source code:

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

currentRenderOrderID : number Reset each frame, keeps a count of the total number of objects updated.

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

[readonly] children : Array.<Displa

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

removeChild(child) → {DisplayObject}

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

addChildAt(child, index) → {DisplayObject}

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

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped.

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

removeChildAt(index) → {DisplayObject}

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