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

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

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
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

2025-01-10 15:47:30
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

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

shutdown() Destroyer of worlds. Source code:

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
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