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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

getFirstDead(createIfNull, x, y, key,

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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.

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

sort(key, order) Sort the children in the group according to a particular

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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

physicsBodyType : integer If enableBody

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

getClosestTo(object, callback, callbackContext) → {any}

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

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

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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