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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

removeAll(destroy, silent, destroyTexture) Removes

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

cursor : DisplayObject The current

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

getAt(index) → {DisplayObject | integer}

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

[readonly] children : Array.<Displa

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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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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