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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

setBounds(x, y, width, height) Updates the size of this world and sets World.x/y to the given valuesThe Camera bounds and Physics

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

_height Properties: Name Type Description

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

enableBodyDebug : boolean If true when a physics body is created (via

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

onDestroy : Phaser.Signal This signal is dispatched

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

2025-01-10 15:47:30