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

iterate(key, value, returnType, callback, callbackContext, args)

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

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

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

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

addChildAt(child, index) → {DisplayObject}

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

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

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