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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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