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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

filter(predicate, checkExists) → {Phaser

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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

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

getRandomExists(startIndex, endIndex) → {any}

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

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

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

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

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