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

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

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

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

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

getRandomExists(startIndex, endIndex) → {any}

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

alignTo(parent, position, offsetX, offsetY) → {

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