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×
World#subAll()
  • References/Game Development/Phaser/Core/World

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

moveAll(group, silent) → {Phaser

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

setProperty(child, key, value, operation, force) → {boolean}

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

removeBetween(startIndex, endIndex, destroy, silent)

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

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

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

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

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

[readonly] _definedSize : boolean True if the World has been given a specifically defined

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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