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

getFirstAlive(createIfNull, x, y, key,

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

setProperty(child, key, value, operation, force) → {boolean}

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

removeBetween(startIndex, endIndex, destroy, silent)

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

add(child, silent, index) → {

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

cameraOffset : Phaser.Point If this object is

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

physicsBodyType : integer If enableBody

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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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

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