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.

2025-01-10 15:47:30
World#set()
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
World#onChildInputOut
  • References/Game Development/Phaser/Core/World

onChildInputOut : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
World#removeAll()
  • References/Game Development/Phaser/Core/World

removeAll(destroy, silent, destroyTexture) Removes

2025-01-10 15:47:30
World#setAllChildren()
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
World#getChildAt()
  • References/Game Development/Phaser/Core/World

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
World#cursorIndex
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
World#alignTo()
  • References/Game Development/Phaser/Core/World

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

2025-01-10 15:47:30
World#getRandomExists()
  • References/Game Development/Phaser/Core/World

getRandomExists(startIndex, endIndex) → {any}

2025-01-10 15:47:30