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

removeChild(child) → {DisplayObject}

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

enableBodyDebug : boolean If true when a physics body is created (via

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

physicsBodyType : integer If enableBody

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

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

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