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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

addChildAt(child, index) → {DisplayObject}

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

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

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

onDestroy : Phaser.Signal This signal is dispatched

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

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

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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