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

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

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

getFirstExists(exists, createIfNull, x, y,

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

addChildAt(child, index) → {DisplayObject}

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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