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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

wrap(sprite, padding, useBounds, horizontal, vertical)

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

onDestroy : Phaser.Signal This signal is dispatched

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

bounds : Phaser.Rectangle The World has no

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

removeBetween(startIndex, endIndex, destroy, silent)

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