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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] physicsType : number The const physics body type of this object.

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

getFirstAlive(createIfNull, x, y, key,

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

addMultiple(children, silent) → {Array.<

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

resetChild(child, x, y, key, frame)

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

alpha : number The alpha value of the group container. Inherited From

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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