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

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

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

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

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

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

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