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

addAt(child, index, silent) → {

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

add(child, silent, index) → {

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

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

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

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

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

[readonly] centerX : number Gets the X position corresponding to the center point of the world

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