Group#removeFromHash()
  • References/Game Development/Phaser/Game Objects/Group

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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Group#alive
  • References/Game Development/Phaser/Game Objects/Group

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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Group#addChildAt()
  • References/Game Development/Phaser/Game Objects/Group

addChildAt(child, index) → {DisplayObject}

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Group#y
  • References/Game Development/Phaser/Game Objects/Group

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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Group.SORT_ASCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_ASCENDING : integer A sort ordering value, as specified in

2025-01-10 15:47:30
Group.RETURN_TOTAL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_TOTAL : integer A returnType value, as specified in

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Group#cameraOffset
  • References/Game Development/Phaser/Game Objects/Group

cameraOffset : Phaser.Point If this object is

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Group#subAll()
  • References/Game Development/Phaser/Game Objects/Group

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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Group#physicsType
  • References/Game Development/Phaser/Game Objects/Group

[readonly] physicsType : number The const physics body type of this object.

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Group#forEachDead()
  • References/Game Development/Phaser/Game Objects/Group

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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