World#setBounds()

setBounds(x, y, width, height) Updates the size of this world and sets World.x/y to the given valuesThe Camera bounds and Physics bounds (if set) are also updated to match the new World bounds. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the game world in pixels. height number New height of the game world in pixels. Source code: core/World.js (Line 94)

World#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition

World#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

World#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

World#rotation

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself by modifying its rotation.This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#rotation Source code: core/Group.js (Line 2987)

World#sendToBack()

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below all other children. Parameters Name Type Description child any The child to send to the bottom of this group. Returns any - The child that was moved. Inherited From Phaser.Group#sendToBack Source code: core/Group.js (Line 926)

World#right

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#right Source code: core/Group.js (Line 2789)

World#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

World#resize()

resize(width, height) Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height. Parameters Name Type Description width number New width of the game world in pixels. height number New height of the game world in pixels. Source code: core/World.js (Line 125)

World#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)