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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

add(child, silent, index) → {

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

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

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

removeAll(destroy, silent, destroyTexture) Removes

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

new Group(game, parent, name, addToStage, enableBody

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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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