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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

addChild(child) → {DisplayObject}

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

removeChildAt(index) → {DisplayObject}

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

getFirstDead(createIfNull, x, y, key,

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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