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

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

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

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

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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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

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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

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

getFirstDead(createIfNull, x, y, key,

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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#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

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

physicsBodyType : integer If enableBody

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