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

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

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

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

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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

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

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

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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