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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

getFirstDead(createIfNull, x, y, key,

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

removeChild(child) → {DisplayObject}

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

getAll(property, value, startIndex, endIndex)

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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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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