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

add(child, silent, index) → {

2025-01-10 15:47:30
SpriteBatch#divideAll()
  • References/Game Development/Phaser/Display/SpriteBatch

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

2025-01-10 15:47:30
SpriteBatch#setAll()
  • References/Game Development/Phaser/Display/SpriteBatch

setAll(key, value, checkAlive, checkVisible, operation, force)

2025-01-10 15:47:30
SpriteBatch#ignoreDestroy
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
SpriteBatch#setAllChildren()
  • References/Game Development/Phaser/Display/SpriteBatch

setAllChildren(key, value, checkAlive, checkVisible, operation,

2025-01-10 15:47:30
SpriteBatch#SpriteBatch
  • References/Game Development/Phaser/Display/SpriteBatch

new SpriteBatch(game, parent, name, addToStage) The SpriteBatch class is

2025-01-10 15:47:30
SpriteBatch#physicsBodyType
  • References/Game Development/Phaser/Display/SpriteBatch

physicsBodyType : integer If enableBody

2025-01-10 15:47:30