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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

[readonly] total : integer Total number of existing children in the group.

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

alignIn(container, position, offsetX, offsetY)

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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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_DESCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_DESCENDING : integer A sort ordering value, as specified in

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

addAt(child, index, silent) → {

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