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

getFurthestFrom(object, callback, callbackContext) → {any}

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

cursor : DisplayObject The current

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

addMultiple(children, silent) → {Array.<

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

remove(child, destroy, silent) → {boolean}

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

getRandomExists(startIndex, endIndex) → {any}

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

exists : boolean If exists is true the group is updated, otherwise it is skipped. Default

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