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

removeBetween(startIndex, endIndex, destroy, silent)

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

alignIn(container, position, offsetX, offsetY)

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

add(child, silent, index) → {

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

getClosestTo(object, callback, callbackContext) → {any}

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

removeAll(destroy, silent, destroyTexture) Removes

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

checkAll(key, value, checkAlive, checkVisible, force)

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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