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

onChildInputDown : Phaser.Signal This Signal is dispatched

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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

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

[readonly] children : Array.<Displa

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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

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

addMultiple(children, silent) → {Array.<

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

alpha : number The alpha value of the group container. Inherited From

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

getAt(index) → {DisplayObject | integer}

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

getFirstExists(exists, createIfNull, x, y,

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