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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

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

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

addMultiple(children, silent) → {Array.<

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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#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

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

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

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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