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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

getChildAt(index) → {DisplayObject}

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

addMultiple(children, silent) → {Array.<

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

getFirstAlive(createIfNull, x, y, key,

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

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

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