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

createMultiple(quantity, key, frame, exists) → {array}

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

name : string A name for this group. Not used internally but useful for debugging.

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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

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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#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