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

getFirstExists(exists, createIfNull, x, y,

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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