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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

moveAll(group, silent) → {Phaser

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

getFirstAlive(createIfNull, x, y, key,

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Group.RETURN_CHILD
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_CHILD : integer A returnType value, as specified in

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

getAll(property, value, startIndex, endIndex)

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

classType : Object The type of objects that will be created when using

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

cursor : DisplayObject The current

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