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

countLiving() → {integer} Get the number of living children in this group. Returns

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

physicsBodyType : integer If enableBody

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

[readonly] total : integer Total number of existing children in the group.

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

createMultiple(quantity, key, frame, exists) → {array}

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

getClosestTo(object, callback, callbackContext) → {any}

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