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

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

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

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

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

removeChild(child) → {DisplayObject}

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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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