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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

filter(predicate, checkExists) → {Phaser

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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

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

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

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

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

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