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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

resize(width, height) Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

getRandomExists(startIndex, endIndex) → {any}

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

set(child, key, value, checkAlive, checkVisible, operation,

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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