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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

getAll(property, value, startIndex, endIndex)

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

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

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

[readonly] physicsType : number The const physics body type of this object.

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

removeChildAt(index) → {DisplayObject}

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

getClosestTo(object, callback, callbackContext) → {any}

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