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

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

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

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

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

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

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

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

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