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

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

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

getFirstExists(exists, createIfNull, x, y,

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

cameraOffset : Phaser.Point If this object is

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

[readonly] randomX : number Gets a random integer which is lesser than or equal to the current

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

alignIn(container, position, offsetX, offsetY)

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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