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

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

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

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

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

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

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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