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

removeAll(destroy, silent, destroyTexture) Removes

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

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

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

addChild(child) → {DisplayObject}

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

addChildAt(child, index) → {DisplayObject}

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