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

addChild(child) → {DisplayObject}

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

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

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

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

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

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

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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