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

iterate(key, value, returnType, callback, callbackContext, args)

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

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

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

getRandom(startIndex, length) → {any} Returns

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

classType : Object The type of objects that will be created when using

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

getFirstAlive(createIfNull, x, y, key,

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

moveAll(group, silent) → {Phaser

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

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

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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