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

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

2025-01-10 15:47:30
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

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

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

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

removeChild(child) → {DisplayObject}

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

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

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

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

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

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

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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