SpriteBatch#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

SpriteBatch#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

SpriteBatch#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

SpriteBatch#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

SpriteBatch#alpha

alpha : number The alpha value of the group container. Inherited From Phaser.Group#alpha Source code: core/Group.js (Line 3003)

SpriteBatch#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)

SpriteBatch#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

SpriteBatch#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

SpriteBatch#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

SpriteBatch#callAllExists()

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not exist). After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. Parameters Name Type Argument Description callback string Name of the function on the children to call. existsValue boolean Only children with exists=existsValue will be called. parameter any <repeatable> Additio