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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

removeChild(child) → {DisplayObject}

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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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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