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

getRandom(startIndex, length) → {any} Returns

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

getFurthestFrom(object, callback, callbackContext) → {any}

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

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

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

addMultiple(children, silent) → {Array.<

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

getRandomExists(startIndex, endIndex) → {any}

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

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

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