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

addChildAt(child, index) → {DisplayObject}

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

_width Properties: Name Type Description

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

addChild(child) → {DisplayObject}

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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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