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

add(child, silent, index) → {

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

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

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

getChildAt(index) → {DisplayObject}

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

getRandom(startIndex, length) → {any} Returns

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

moveAll(group, silent) → {Phaser

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

getFirstAlive(createIfNull, x, y, key,

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