SpriteBatch#alive
  • References/Game Development/Phaser/Display/SpriteBatch

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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SpriteBatch#onChildInputDown
  • References/Game Development/Phaser/Display/SpriteBatch

onChildInputDown : Phaser.Signal This Signal is dispatched

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SpriteBatch#remove()
  • References/Game Development/Phaser/Display/SpriteBatch

remove(child, destroy, silent) → {boolean}

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SpriteBatch#sort()
  • References/Game Development/Phaser/Display/SpriteBatch

sort(key, order) Sort the children in the group according to a particular

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SpriteBatch#z
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] z : integer The z-depth value of this object within its parent container/Group

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SpriteBatch#getBounds()
  • References/Game Development/Phaser/Display/SpriteBatch

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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SpriteBatch#physicsSortDirection
  • References/Game Development/Phaser/Display/SpriteBatch

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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SpriteBatch#alpha
  • References/Game Development/Phaser/Display/SpriteBatch

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

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SpriteBatch#removeFromHash()
  • References/Game Development/Phaser/Display/SpriteBatch

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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SpriteBatch#getAt()
  • References/Game Development/Phaser/Display/SpriteBatch

getAt(index) → {DisplayObject | integer}

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