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

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

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

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

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

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

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

cameraOffset : Phaser.Point If this object is

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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