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

2025-01-10 15:47:30
World#getFirstExists()
  • References/Game Development/Phaser/Core/World

getFirstExists(exists, createIfNull, x, y,

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

alignIn(container, position, offsetX, offsetY)

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

_width Properties: Name Type Description

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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.

2025-01-10 15:47:30
World#setAll()
  • References/Game Development/Phaser/Core/World

setAll(key, value, checkAlive, checkVisible, operation, force)

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