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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

removeBetween(startIndex, endIndex, destroy, silent)

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

cameraOffset : Phaser.Point If this object is

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

moveAll(group, silent) → {Phaser

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

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

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

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

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

enableBodyDebug : boolean If true when a physics body is created (via

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

create(x, y, key, frame, exists, index)

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