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

getFirstExists(exists, createIfNull, x, y,

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

filter(predicate, checkExists) → {Phaser

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

onChildInputOver : 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#removeChildren()
  • References/Game Development/Phaser/Display/SpriteBatch

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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