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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

removeChildAt(index) → {DisplayObject}

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

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

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

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

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

filter(predicate, checkExists) → {Phaser

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

cursor : DisplayObject The current

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

name : string A name for this group. Not used internally but useful for debugging.

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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