SpriteBatch#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

SpriteBatch#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

SpriteBatch#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)

SpriteBatch#alpha

alpha : number The alpha value of the group container. Inherited From Phaser.Group#alpha Source code: core/Group.js (Line 3003)

SpriteBatch#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

SpriteBatch#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

SpriteBatch#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

SpriteBatch#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

SpriteBatch#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

SpriteBatch#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre