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

countLiving() → {integer} Get the number of living children in this group. Returns

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

getRandom(startIndex, length) → {any} Returns

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

getChildAt(index) → {DisplayObject}

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

getFirstAlive(createIfNull, x, y, key,

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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

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