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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

add(child, silent, index) → {

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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

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

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

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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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