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

cameraOffset : Phaser.Point If this object is

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

addChildAt(child, index) → {DisplayObject}

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

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

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

alignIn(container, position, offsetX, offsetY)

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