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

getAll(property, value, startIndex, endIndex)

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

getChildAt(index) → {DisplayObject}

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

set(child, key, value, checkAlive, checkVisible, operation,

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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