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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

alignIn(container, position, offsetX, offsetY)

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

sort(key, order) Sort the children in the group according to a particular

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

onDestroy : Phaser.Signal This signal is dispatched

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