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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

addMultiple(children, silent) → {Array.<

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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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