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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

exists : boolean If exists is true the group is updated, otherwise it is skipped. Default

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

setProperty(child, key, value, operation, force) → {boolean}

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

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

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

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

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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