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

getRandomExists(startIndex, endIndex) → {any}

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

getAll(property, value, startIndex, endIndex)

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

getRandom(startIndex, length) → {any} Returns

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

moveAll(group, silent) → {Phaser

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

remove(child, destroy, silent) → {boolean}

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

getChildAt(index) → {DisplayObject}

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

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

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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