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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

removeChild(child) → {DisplayObject}

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

create(x, y, key, frame, exists, index)

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

iterate(key, value, returnType, callback, callbackContext, args)

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