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

getAt(index) → {DisplayObject | integer}

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

[readonly] children : Array.<Displa

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

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

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

width : number Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions

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

checkAll(key, value, checkAlive, checkVisible, force)

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

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

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

bounds : Phaser.Rectangle The World has no

2025-01-10 15:47:30