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

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

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

removeChild(child) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

[readonly] children : Array.<Displa

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

getFirstAlive(createIfNull, x, y, key,

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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