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

getFirstExists(exists, createIfNull, x, y,

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

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

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

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

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