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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

getFirstExists(exists, createIfNull, x, y,

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

filter(predicate, checkExists) → {Phaser

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

addAt(child, index, silent) → {

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