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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

alpha : number The alpha value of the group container. Source code:

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

alignTo(parent, position, offsetX, offsetY) → {

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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