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

getFirstDead(createIfNull, x, y, key,

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

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

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

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

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

getFirstExists(exists, createIfNull, x, y,

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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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