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

addChildAt(child, index) → {DisplayObject}

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

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

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

addChild(child) → {DisplayObject}

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

getAll(property, value, startIndex, endIndex)

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

camera : Phaser.Camera Camera instance.

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

onDestroy : Phaser.Signal This signal is dispatched

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

[readonly] centerY : number Gets the Y position corresponding to the center point of the world

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

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

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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