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

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

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

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

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

getFirstAlive(createIfNull, x, y, key,

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

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

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

moveAll(group, silent) → {Phaser

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

add(child, silent, index) → {

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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