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

removeChildAt(index) → {DisplayObject}

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

[static] RETURN_ALL : 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#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#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#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#removeBetween()
  • References/Game Development/Phaser/Game Objects/Group

removeBetween(startIndex, endIndex, destroy, silent)

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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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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