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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

2025-01-10 15:47:30
World#addAll()
  • References/Game Development/Phaser/Core/World

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

2025-01-10 15:47:30
World#remove()
  • References/Game Development/Phaser/Core/World

remove(child, destroy, silent) → {boolean}

2025-01-10 15:47:30
World#total
  • References/Game Development/Phaser/Core/World

[readonly] total : integer Total number of existing children in the group.

2025-01-10 15:47:30
World#ignoreChildInput
  • References/Game Development/Phaser/Core/World

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
World#onChildInputDown
  • References/Game Development/Phaser/Core/World

onChildInputDown : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
World#countLiving()
  • References/Game Development/Phaser/Core/World

countLiving() → {integer} Get the number of living children in this group. Returns

2025-01-10 15:47:30
World#createMultiple()
  • References/Game Development/Phaser/Core/World

createMultiple(quantity, key, frame, exists) → {array}

2025-01-10 15:47:30
World#sendToBack()
  • References/Game Development/Phaser/Core/World

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

2025-01-10 15:47:30
World#removeChildren()
  • References/Game Development/Phaser/Core/World

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

2025-01-10 15:47:30