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

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

2025-01-10 15:47:30
Group#bottom
  • References/Game Development/Phaser/Game Objects/Group

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

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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

2025-01-10 15:47:30
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#getAt()
  • References/Game Development/Phaser/Game Objects/Group

getAt(index) → {DisplayObject | integer}

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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

2025-01-10 15:47:30
Group#onDestroy
  • References/Game Development/Phaser/Game Objects/Group

onDestroy : Phaser.Signal This signal is dispatched

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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) → {

2025-01-10 15:47:30
Group#getBounds()
  • References/Game Development/Phaser/Game Objects/Group

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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