World#randomX

[readonly] randomX : number Gets a random integer which is lesser than or equal to the current width of the game world. Source code: core/World.js (Line 319)

World#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)

World#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Group#physicsType Source code: core/Group.js (Line 86)

World#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

World#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

World#pendingDestroy

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy methodcalled on the next logic update.You can set it directly to flag the Group to be destroyed on its next update. This is extremely useful if you wish to destroy a Group from within one of its own callbacksor a callback of one of its children. Inherited From Phaser.Group#pendingDestroy Source code: core/Group.js (Line 119)

World#onDestroy

onDestroy : Phaser.Signal This signal is dispatched when the group is destroyed. Inherited From Phaser.Group#onDestroy Source code: core/Group.js (Line 249)

World#onChildInputUp

onChildInputUp : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal,a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointeris still over the Sprite or not. Inherited From Phaser.Group#onChildIn

World#onChildInputOver

onChildInputOver : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOver Source code: core/Group.js (Line 186)

World#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOut Source code: core/Group.js (Line 198)