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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

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

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

addAt(child, index, silent) → {

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

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

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

physicsBodyType : integer If enableBody

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

[readonly] total : integer Total number of existing children in the 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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SpriteBatch#removeBetween()
  • References/Game Development/Phaser/Display/SpriteBatch

removeBetween(startIndex, endIndex, destroy, silent)

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