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

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

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

[readonly] children : Array.<Displa

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

getChildAt(index) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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