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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

cameraOffset : Phaser.Point If this object is

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

_width Properties: Name Type Description

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

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

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

alignIn(container, position, offsetX, offsetY)

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