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

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30
SpriteBatch#z
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
SpriteBatch#removeFromHash()
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
SpriteBatch#ignoreChildInput
  • References/Game Development/Phaser/Display/SpriteBatch

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
SpriteBatch#cursor
  • References/Game Development/Phaser/Display/SpriteBatch

cursor : DisplayObject The current

2025-01-10 15:47:30
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

2025-01-10 15:47:30
SpriteBatch#remove()
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
SpriteBatch#sort()
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
SpriteBatch#getTop()
  • References/Game Development/Phaser/Display/SpriteBatch

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

2025-01-10 15:47:30
SpriteBatch#onChildInputDown
  • References/Game Development/Phaser/Display/SpriteBatch

onChildInputDown : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30