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

countDead() → {integer} Get the number of dead children in this group. Returns

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

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

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

alignTo(parent, position, offsetX, offsetY) → {

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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

2025-01-10 15:47:30
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#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

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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