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

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

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

addMultiple(children, silent) → {Array.<

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

[readonly] children : Array.<Displa

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

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

2025-01-10 15:47:30