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

removeChild(child) → {DisplayObject}

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

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

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

addChild(child) → {DisplayObject}

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

checkAll(key, value, checkAlive, checkVisible, force)

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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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