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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

getRandom(startIndex, length) → {any} Returns

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

new World(game) "This world is but a canvas to our imagination." - Henry David Thoreau A game has only one world. The world is

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

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

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

classType : Object The type of objects that will be created when using

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