getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject}
Get the first child that is dead (child.alive === false
).
This is handy for checking if everything has been wiped out and adding to the pool as needed.
You can use the optional argument createIfNull
to create a new Game Object if no dead ones were found in this Group.
It works by calling Group.create
passing it the parameters given to this method, and returning the new child.
If a child was found , createIfNull
is false
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled by Group.resetChild
.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
createIfNull | boolean | <optional> | false | If |
x | number | <optional> | The x coordinate to reset the child to. The value is in relation to the group.x point. | |
y | number | <optional> | The y coordinate to reset the child to. The value is in relation to the group.y point. | |
key | string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture | <optional> | This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. | |
frame | string | number | <optional> | If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. |
Returns
The first dead child, or null
if none found and createIfNull
was false.
- Source code: core/Group.js (Line 2135)
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