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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

getFirstAlive(createIfNull, x, y, key,

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

alignTo(parent, position, offsetX, offsetY) → {

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

resetChild(child, x, y, key, frame)

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

alpha : number The alpha value of the group container. Inherited From

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

getChildAt(index) → {DisplayObject}

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