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

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

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

enableBodyDebug : boolean If true when a physics body is created (via

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

[readonly] children : Array.<Displa

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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