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

name : string A name for this group. Not used internally but useful for debugging. Source

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

getFirstDead(createIfNull, x, y, key,

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

resetChild(child, x, y, key, frame)

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

getFirstExists(exists, createIfNull, x, y,

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