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

2025-01-10 15:47:30
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#removeFromHash()
  • References/Game Development/Phaser/Game Objects/Group

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

2025-01-10 15:47:30
Group#hasProperty()
  • References/Game Development/Phaser/Game Objects/Group

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30
Group#xy()
  • References/Game Development/Phaser/Game Objects/Group

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Group#multiplyAll()
  • References/Game Development/Phaser/Game Objects/Group

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

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

2025-01-10 15:47:30
Group#addChildAt()
  • References/Game Development/Phaser/Game Objects/Group

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
Group#createMultiple()
  • References/Game Development/Phaser/Game Objects/Group

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

2025-01-10 15:47:30