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

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

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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#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

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

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

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

alignIn(container, position, offsetX, offsetY)

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

2025-01-10 15:47:30