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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

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

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

alignIn(container, position, offsetX, offsetY)

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

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

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

set(child, key, value, checkAlive, checkVisible, operation,

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

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

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