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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

onDestroy : Phaser.Signal This signal is dispatched

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

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

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

classType : Object The type of objects that will be created when using

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

getRandomExists(startIndex, endIndex) → {any}

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

resetChild(child, x, y, key, frame)

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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