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

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

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

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

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
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

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

create(x, y, key, frame, exists, index)

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

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

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

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

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

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

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

2025-01-10 15:47:30