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Playback/render a Spriter

Hierarchy

  • Group
    • SpriterAnimationPlayer

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

  • Parameters

    • key: string
    • Optional parent: DisplayObjectContainer

    Returns SpriterAnimationPlayer

Properties

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. Default: true

alpha

alpha: number

The alpha value of the group container.

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 worldTransform and on-screen orientation and position.

bottom

bottom: number

The bottom coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

buttonMode

buttonMode: boolean

cacheAsBitmap

cacheAsBitmap: boolean

cameraOffset

cameraOffset: Point

If this object is {@link Phaser.Group#fixedToCamera fixedToCamera} then this stores the x/y position offset relative to the top-left of the camera view. If the parent of this Group is also fixedToCamera then the offset here is in addition to that and should typically be disabled.

centerX

centerX: number

The center x coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

centerY

centerY: number

The center y coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

children

children: DisplayObject[]

[read-only] The array of children of this container.

classType

classType: any

The type of objects that will be created when using {@link Phaser.Group#create create} or {@link Phaser.Group#createMultiple createMultiple}.

Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments: when a new object is created it is passed the following parameters to its constructor: (game, x, y, key, frame). Default: {@link Phaser.Sprite}

cursor

cursor: any

The current display object that the group cursor is pointing to, if any. (Can be set manually.)

The cursor is a way to iterate through the children in a Group using {@link Phaser.Group#next next} and {@link Phaser.Group#previous previous}.

cursorIndex

cursorIndex: number

The current index of the Group cursor. Advance it with Group.next.

defaultCursor

defaultCursor: string

enableBody

enableBody: boolean

If true all Sprites created by, or added to this group, will have a physics body enabled on them.

If there are children already in the Group at the time you set this property, they are not changed.

The default body type is controlled with {@link Phaser.Group#physicsBodyType physicsBodyType}.

enableBodyDebug

enableBodyDebug: boolean

If true when a physics body is created (via {@link Phaser.Group#enableBody enableBody}) it will create a physics debug object as well.

This only works for P2 bodies.

exists

exists: boolean

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

filterArea

filterArea: Rectangle

filters

filters: AbstractFilter[]

fixedToCamera

fixedToCamera: boolean

A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.

Note that the cameraOffset values are in addition to any parent in the display list. So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x

game

game: Game

A reference to the currently running Game.

hash

hash: DisplayObject[]

The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash.

Only children of this Group can be added to and removed from the hash.

This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order)

height

height: number

The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

hitArea

hitArea: HitArea

ignoreChildInput

ignoreChildInput: boolean

If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events.

If this property is true then the children will not be considered as valid for Input events.

Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.

ignoreDestroy

ignoreDestroy: boolean

A group with ignoreDestroy set to true ignores all calls to its destroy method.

inputEnableChildren

inputEnableChildren: boolean

A Group with inputEnableChildren set to true will automatically call inputEnabled = true on any children added to, or _created by_, this Group.

If there are children already in the Group at the time you set this property, they are not changed.

interactive

interactive: boolean

key

key: string

left

left: number

The left coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

length

length: number

Total number of children in this group, regardless of exists/alive status.

mask

mask: Graphics

name

name: string

A name for this group. Not used internally but useful for debugging.

onChildInputDown

onChildInputDown: Signal

This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a result of having been interacted with by a Pointer. You can bind functions to this Signal instead of to every child Sprite.

This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and a reference to the Pointer that caused it.

onChildInputOut

onChildInputOut: Signal

This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a result of having been interacted with by a Pointer. You can bind functions to this Signal instead of to every child Sprite.

This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and a reference to the Pointer that caused it.

onChildInputOver

onChildInputOver: Signal

This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a result of having been interacted with by a Pointer. You can bind functions to this Signal instead of to every child Sprite.

This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and a reference to the Pointer that caused it.

onChildInputUp

onChildInputUp: Signal

This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a result of having been interacted with by a Pointer. You can bind functions to this Signal instead of to every child Sprite.

This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal, a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointer is still over the Sprite or not.

onDestroy

onDestroy: Signal

This signal is dispatched when the group is destroyed.

onPlay

onPlay: Signal = new Phaser.Signal()

onStop

onStop: Signal = new Phaser.Signal()

parent

parent: DisplayObjectContainer

pendingDestroy

pendingDestroy: boolean

A Group is that has pendingDestroy set to true is flagged to have its destroy method called on the next logic update. You can set it directly to flag the Group to be destroyed on its next update.

This is extremely useful if you wish to destroy a Group from within one of its own callbacks or a callback of one of its children.

physicsBodyType

physicsBodyType: number

If {@link Phaser.Group#enableBody enableBody} is true this is the type of physics body that is created on new Sprites.

The valid values are {@link Phaser.Physics.ARCADE}, {@link Phaser.Physics.P2JS}, {@link Phaser.Physics.NINJA}, etc.

physicsSortDirection

physicsSortDirection: number

If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property.

It should be set to one of the Phaser.Physics.Arcade sort direction constants:

Phaser.Physics.Arcade.SORT_NONE Phaser.Physics.Arcade.LEFT_RIGHT Phaser.Physics.Arcade.RIGHT_LEFT Phaser.Physics.Arcade.TOP_BOTTOM Phaser.Physics.Arcade.BOTTOM_TOP

If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior.

physicsType

physicsType: number

The const physics body type of this object.

pivot

pivot: Point

position

position: Point

renderable

renderable: boolean

right

right: number

The right coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

rotation

rotation: number

The angle of rotation of the group container, in radians.

This will adjust the group container itself by modifying its rotation. This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.

scale

scale: Point

stage

stage: DisplayObjectContainer

top

top: number

The top coordinate of this Group.

It is derived by calling getBounds, calculating the Groups dimensions based on its visible children.

total

total: number

Total number of existing children in the group.

type

type: number

Internal Phaser Type value.

visible

visible: boolean

The visible state of the group. Non-visible Groups and all of their children are not rendered.

width

width: number

The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

worldAlpha

worldAlpha: number

worldPosition

worldPosition: Point

worldRotation

worldRotation: number

worldScale

worldScale: Point

worldTransform

worldTransform: Matrix

worldVisible

worldVisible: boolean

x

x: number

y

y: number

z

z: number

The z-depth value of this object within its parent container/Group - the World is a Group as well. This value must be unique for each child in a Group.

Static RETURN_ALL

RETURN_ALL: number

A returnType value, as specified in {@link Phaser.Group#iterate iterate} eg.

Static RETURN_CHILD

RETURN_CHILD: number

A returnType value, as specified in {@link Phaser.Group#iterate iterate} eg.

Static RETURN_NONE

RETURN_NONE: number

A returnType value, as specified in {@link Phaser.Group#iterate iterate} eg.

Static RETURN_TOTAL

RETURN_TOTAL: number

A returnType value, as specified in {@link Phaser.Group#iterate iterate} eg.

Static SORT_ASCENDING

SORT_ASCENDING: number

A sort ordering value, as specified in {@link Phaser.Group#sort sort} eg.

Static SORT_DESCENDING

SORT_DESCENDING: number

A sort ordering value, as specified in {@link Phaser.Group#sort sort} eg.

Accessors

isPaused

  • get isPaused(): boolean
  • Returns boolean

Methods

add

  • add(child: any, silent?: boolean, index?: number): any
  • Adds an existing object as the top child in this group.

    The child is automatically added to the top of the group, and is displayed above every previous child.

    Or if the optional index is specified, the child is added at the location specified by the index value, this allows you to control child ordering.

    If the child was already in this Group, it is simply returned, and nothing else happens to it.

    If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist.

    Use {@link Phaser.Group#addAt addAt} to control where a child is added. Use {@link Phaser.Group#create create} to create and add a new child.

    Parameters

    • child: any

      The display object to add as a child.

    • Optional silent: boolean

      If true the child will not dispatch the onAddedToGroup event.

    • Optional index: number

      The index within the group to insert the child to. Where 0 is the bottom of the Group.

    Returns any

    The child that was added to the group.

addAll

  • addAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void
  • Adds the amount to the given property on all children in this group.

    Group.addAll('x', 10) will add 10 to the child.x value for each child.

    Parameters

    • property: string

      The property to increment, for example 'body.velocity.x' or 'angle'.

    • amount: number

      The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.

    • checkAlive: boolean

      If true the property will only be changed if the child is alive.

    • checkVisible: boolean

      If true the property will only be changed if the child is visible.

    Returns void

addAt

  • addAt(child: any, index: number, silent?: boolean): any
  • Adds an existing object to this group.

    The child is added to the group at the location specified by the index value, this allows you to control child ordering.

    If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist.

    Parameters

    • child: any

      The display object to add as a child.

    • index: number

      The index within the group to insert the child to.

    • Optional silent: boolean

      If true the child will not dispatch the onAddedToGroup event.

    Returns any

    The child that was added to the group.

addChild

  • addChild(child: DisplayObject): DisplayObject
  • Adds a child to the container.

    Parameters

    • child: DisplayObject

      The DisplayObject to add to the container

    Returns DisplayObject

    The child that was added.

addChildAt

  • addChildAt(child: DisplayObject, index: number): DisplayObject
  • Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

    Parameters

    • child: DisplayObject

      The child to add

    • index: number

      The index to place the child in

    Returns DisplayObject

    The child that was added.

addMultiple

  • addMultiple(children: any[], silent?: boolean): any[]
  • 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 that Group will be removed from it and added into this Group.

    If Group.enableBody is set, then a physics body will be created on the objects, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the objects, so long as one does not already exist.

    Parameters

    • children: any[]

      An array of display objects or a Phaser.Group. If a Group is given then all children will be moved from it.

    • Optional silent: boolean

      If true the children will not dispatch the onAddedToGroup event.

    Returns any[]

    The array of children or Group of children that were added to this Group.

addToHash

  • addToHash(child: DisplayObject): 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

    • 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.

align

  • align(width: number, height: number, cellWidth: number, cellHeight: number, position?: number, offset?: number): 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 have the alignTo method in order to be positioned by this call. All default Phaser Game Objects have this.

    The grid dimensions are determined by the first four arguments. The width and height arguments relate to the width and height of the grid respectively.

    For example if the Group had 100 children in it:

    Group.align(10, 10, 32, 32)

    This will align all of the children into a grid formation of 10x10, using 32 pixels per grid cell. If you want a wider grid, you could do:

    Group.align(25, 4, 32, 32)

    This will align the children into a grid of 25x4, again using 32 pixels per grid cell.

    You can choose to set either the width or height value to -1. Doing so tells the method to keep on aligning children until there are no children left. For example if this Group had 48 children in it, the following:

    Group.align(-1, 8, 32, 32)

    ... will align the children so that there are 8 children vertically (the second argument), and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)

    You can also do:

    Group.align(10, -1, 32, 32)

    In this case it will create a grid 10 wide, and as tall as it needs to be in order to fit all of the children in.

    The position property allows you to control where in each grid cell the child is positioned. This is a constant and can be one of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

    The final argument; offset lets you start the alignment from a specific child index.

    Parameters

    • width: number

      The width of the grid in items (not pixels). Set to -1 for a dynamic width. If -1 then you must set an explicit height value.

    • height: number

      The height of the grid in items (not pixels). Set to -1 for a dynamic height. If -1 then you must set an explicit width value.

    • cellWidth: number

      The width of each grid cell, in pixels.

    • cellHeight: number

      The height of each grid cell, in pixels.

    • Optional position: number

      The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

    • Optional offset: number

      Optional index to start the alignment from. Defaults to zero, the first child in the Group, but can be set to any valid child index value.

    Returns boolean

    True if the Group children were aligned, otherwise false.

alignIn

  • alignIn(container: Rectangle | Sprite | Image | Text | BitmapText | Button | Graphics | TileSprite, position?: number, offsetX?: number, offsetY?: number): 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 properties such as World.bounds or Camera.view, for aligning Groups within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

    Please note that aligning a Group to another Game Object does not make it a child of the container. It simply modifies its position coordinates so it aligns with it.

    The position constants you can use are:

    Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

    Groups are placed in such a way that their bounds align with the container, taking into consideration rotation and scale of its children. This allows you to neatly align Groups, irrespective of their position value.

    The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Group. For example:

    group.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)

    Would align the group to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive one expands it.

    Parameters

    • container: Rectangle | Sprite | Image | Text | BitmapText | Button | Graphics | TileSprite

      The Game Object or Rectangle with which to align this Group to. Can also include properties such as World.bounds or Camera.view.

    • Optional position: number

      The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

    • Optional offsetX: number

      A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

    • Optional offsetY: number

      A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

    Returns Group

    This Group.

alignTo

  • alignTo(container: Rectangle | Sprite | Image | Text | BitmapText | Button | Graphics | TileSprite, position?: number, offsetX?: number, offsetY?: number): 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 properties such as World.bounds or Camera.view, for aligning Groups within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

    Please note that aligning a Group to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.

    The position constants you can use are:

    Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

    Groups are placed in such a way that their bounds align with the parent, taking into consideration rotation and scale of the children. This allows you to neatly align Groups, irrespective of their position value.

    The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Group. For example:

    group.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)

    Would align the group to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive one expands it.

    Parameters

    • container: Rectangle | Sprite | Image | Text | BitmapText | Button | Graphics | TileSprite
    • Optional position: number

      The position constant. One of Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

    • Optional offsetX: number

      A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

    • Optional offsetY: number

      A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

    Returns Group

    This Group.

bringToTop

  • bringToTop(child: any): any
  • Brings the given child to the top of this group so it renders above all other children.

    Parameters

    • child: any

      The child to bring to the top of this group.

    Returns any

    The child that was moved.

callAll

  • callAll(method: string, context: any, ...parameters: any[]): void
  • Calls a function, specified by name, on all on children.

    The function is called for all children regardless if they are dead or alive (see callAllExists for different options). After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.

    Parameters

    • method: string

      Name of the function on the child to call. Deep property lookup is supported.

    • context: any

      A string containing the context under which the method will be executed. Set to null to default to the child.

    • Rest ...parameters: any[]

    Returns void

callAllExists

  • callAllExists(callback: string, existsValue: boolean, ...parameters: any[]): void
  • Calls a function, specified by name, on all children in the group who exist (or do not exist).

    After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.

    Parameters

    • callback: string

      Name of the function on the children to call.

    • existsValue: boolean

      Only children with exists=existsValue will be called.

    • Rest ...parameters: any[]

    Returns void

callbackFromArray

  • callbackFromArray(child: any, callback: Function, length: number): void
  • Returns a reference to a function that exists on a child of the group based on the given callback array.

    Parameters

    • child: any

      The object to inspect.

    • callback: Function

      The array of function names.

    • length: number

      The size of the array (pre-calculated in callAll).

    Returns void

checkAll

  • checkAll(key: string[], value: any, checkAlive?: boolean, checkVisible?: boolean, force?: boolean): boolean
  • Quickly check that the same property across all children of this group is equal to the given value.

    This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.

    Parameters

    • key: string[]

      The property, as a string, to be set. For example: 'body.velocity.x'

    • value: any

      The value that will be checked.

    • Optional checkAlive: boolean

      If set then only children with alive=true will be checked. This includes any Groups that are children.

    • Optional checkVisible: boolean

      If set then only children with visible=true will be checked. This includes any Groups that are children.

    • Optional force: boolean

      If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

    Returns boolean

checkProperty

  • checkProperty(child: any, key: string[], value: any, force?: boolean): boolean
  • Checks a property for the given value on the child.

    Parameters

    • child: any

      The child to check the property value on.

    • key: string[]

      An array of strings that make up the property that will be set.

    • value: any

      The value that will be checked.

    • Optional force: boolean

      If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

    Returns boolean

    True if the property was was equal to value, false if not.

click

  • click(e: InteractionData): void

contains

  • contains(child: DisplayObject): boolean
  • Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

    Parameters

    • child: DisplayObject

      -

    Returns boolean

countDead

  • countDead(): number
  • Get the number of dead children in this group.

    Returns number

    The number of children flagged as dead.

countLiving

  • countLiving(): number
  • Get the number of living children in this group.

    Returns number

    The number of children flagged as alive.

create

  • create(x: number, y: number, key?: string | RenderTexture | BitmapData | Video | Texture, frame?: string | number, exists?: boolean, index?: number): any
  • Creates a new Phaser.Sprite object and adds it to the top of this group.

    Use {@link Phaser.Group#classType classType} to change the type of object created.

    The child is automatically added to the top of the group, and is displayed above every previous child.

    Or if the optional index is specified, the child is added at the location specified by the index value, this allows you to control child ordering.

    If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist.

    Parameters

    • x: number

      The x coordinate to display the newly created Sprite at. The value is in relation to the group.x point.

    • y: number

      The y coordinate to display the newly created Sprite at. The value is in relation to the group.y point.

    • Optional key: string | RenderTexture | BitmapData | Video | Texture

      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.

    • Optional frame: string | number

      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.

    • Optional exists: boolean

      The default exists state of the Sprite. - Default: true

    • Optional index: number

      The index within the group to insert the child to. Where 0 is the bottom of the Group.

    Returns any

    The child that was created: will be a {@link Phaser.Sprite} unless {@link #classType} has been changed.

createMultiple

  • createMultiple(quantity: number, key: string | string[], frame?: any | any[], exists?: boolean): any[]
  • Creates multiple Phaser.Sprite objects and adds them to the top of this Group.

    This method is useful if you need to quickly generate a pool of sprites, such as bullets.

    Use {@link Phaser.Group#classType classType} to change the type of object created.

    You can provide an array as the key and / or frame arguments. When you do this it will create quantity Sprites for every key (and frame) in the arrays.

    For example:

    createMultiple(25, ['ball', 'carrot'])

    In the above code there are 2 keys (ball and carrot) which means that 50 sprites will be created in total, 25 of each. You can also have the frame as an array:

    createMultiple(5, 'bricks', [0, 1, 2, 3])

    In the above there is one key (bricks), which is a sprite sheet. The frames array tells this method to use frames 0, 1, 2 and 3. So in total it will create 20 sprites, because the quantity was set to 5, so that is 5 brick sprites of frame 0, 5 brick sprites with frame 1, and so on.

    If you set both the key and frame arguments to be arrays then understand it will create a total quantity of sprites equal to the size of both arrays times each other. I.e.:

    createMultiple(20, ['diamonds', 'balls'], [0, 1, 2])

    The above will create 20 'diamonds' of frame 0, 20 with frame 1 and 20 with frame 2. It will then create 20 'balls' of frame 0, 20 with frame 1 and 20 with frame 2. In total it will have created 120 sprites.

    By default the Sprites will have their exists property set to false, and they will be positioned at 0x0, relative to the Group.x / y values.

    If Group.enableBody is set, then a physics body will be created on the objects, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the objects, so long as one does not already exist.

    Parameters

    • quantity: number

      The number of Sprites to create.

    • key: string | string[]

      The Cache key of the image that the Sprites will use. Or an Array of keys. See the description for details on how the quantity applies when arrays are used.

    • Optional frame: any | any[]

      If the Sprite image contains multiple frames you can specify which one to use here. Or an Array of frames. See the description for details on how the quantity applies when arrays are used.

    • Optional exists: boolean

      The default exists state of the Sprite.

    Returns any[]

    An array containing all of the Sprites that were created.

customSort

  • customSort(sortHandler: Function, context?: any): void
  • Sort the children in the group according to custom sort function.

    The sortHandler is provided the two parameters: the two children involved in the comparison (a and b). It should return -1 if a > b, 1 if a < b or 0 if a === b.

    Parameters

    • sortHandler: Function

      The custom sort function.

    • Optional context: any

      The context in which the sortHandler is called.

    Returns void

destroy

  • destroy(destroyChildren?: boolean, soft?: boolean): void
  • Destroys this group.

    Removes all children, then removes this group from its parent and nulls references.

    Parameters

    • Optional destroyChildren: boolean

      If true destroy will be invoked on each removed child. - Default: true

    • Optional soft: boolean

      A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does.

    Returns void

displayObjectUpdateTransform

  • displayObjectUpdateTransform(parent?: DisplayObjectContainer): void

divideAll

  • divideAll(property: string, amount: number, checkAlive?: boolean, checkVisible?: boolean): void
  • Divides the given property by the amount on all children in this group.

    Group.divideAll('x', 2) will half the child.x value for each child.

    Parameters

    • property: string

      The property to divide, for example 'body.velocity.x' or 'angle'.

    • amount: number

      The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.

    • Optional checkAlive: boolean

      If true the property will only be changed if the child is alive.

    • Optional checkVisible: boolean

      If true the property will only be changed if the child is visible.

    Returns void

filter

  • filter(predicate: Function, checkExists?: boolean): ArraySet
  • Find children matching a certain predicate.

    For example:

    var healthyList = Group.filter(function(child, index, children) {
        return child.health > 10 ? true : false;
    }, true);
    healthyList.callAll('attack');

    Note: Currently this will skip any children which are Groups themselves.

    Parameters

    • predicate: Function

      The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, the index as the second, and the entire child array as the third

    • Optional checkExists: boolean

      If true, only existing can be selected; otherwise all children can be selected and will be passed to the predicate.

    Returns ArraySet

    Returns an array list containing all the children that the predicate returned true for

forEach

  • forEach(callback: Function, callbackContext: any, checkExists?: boolean, ...args: any[]): void
  • Call a function on each child in this group.

    Additional arguments for the callback can be specified after the checkExists parameter. For example,

    Group.forEach(awardBonusGold, this, true, 100, 500)

    would invoke awardBonusGold function with the parameters (child, 100, 500).

    Note: This check will skip any children which are Groups themselves.

    Parameters

    • callback: Function

      The function that will be called for each applicable child. The child will be passed as the first argument.

    • callbackContext: any

      The context in which the function should be called (usually 'this').

    • Optional checkExists: boolean

      If set only children matching for which exists is true will be passed to the callback, otherwise all children will be passed.

    • Rest ...args: any[]

      Additional arguments to pass to the callback function, after the child item. - Default: (none)

    Returns void

forEachAlive

  • forEachAlive(callback: Function, callbackContext: any, ...args: any[]): void
  • Call a function on each alive child in this group.

    See {@link Phaser.Group#forEach forEach} for details.

    Parameters

    • callback: Function

      The function that will be called for each applicable child. The child will be passed as the first argument.

    • callbackContext: any

      The context in which the function should be called (usually 'this').

    • Rest ...args: any[]

      Additional arguments to pass to the callback function, after the child item. - Default: (none)

    Returns void

forEachDead

  • forEachDead(callback: Function, callbackContext: any, ...args: any[]): void
  • Call a function on each dead child in this group.

    See {@link Phaser.Group#forEach forEach} for details.

    Parameters

    • callback: Function

      The function that will be called for each applicable child. The child will be passed as the first argument.

    • callbackContext: any

      The context in which the function should be called (usually 'this').

    • Rest ...args: any[]

      Additional arguments to pass to the callback function, after the child item. - Default: (none)

    Returns void

forEachExists

  • forEachExists(callback: Function, callbackContext: any): void
  • Call a function on each existing child in this group.

    See {@link Phaser.Group#forEach forEach} for details.

    Parameters

    • callback: Function

      The function that will be called for each applicable child. The child will be passed as the first argument.

    • callbackContext: any

      The context in which the function should be called (usually 'this').

    Returns void

generateTexture

  • generateTexture(resolution?: number, scaleMode?: number, renderer?: PixiRenderer | number): RenderTexture
  • Parameters

    • Optional resolution: number
    • Optional scaleMode: number
    • Optional renderer: PixiRenderer | number

    Returns RenderTexture

getAt

  • getAt(index: number): DisplayObject | number
  • Returns the child found at the given index within this group.

    Parameters

    • index: number

      The index to return the child from.

    Returns DisplayObject | number

    The child that was found at the given index, or -1 for an invalid index.

getBottom

  • getBottom(): any
  • Returns the child at the bottom of this group.

    The bottom child the child being displayed (rendered) below every other child.

    Returns any

    The child at the bottom of the Group.

getBounds

  • getBounds(targetCoordinateSpace?: DisplayObject | Matrix): Rectangle
  • Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

    Parameters

    • Optional targetCoordinateSpace: DisplayObject | Matrix

      Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.

    Returns Rectangle

    The rectangular bounding area

getByName

  • getByName(name: string): any
  • Searches the Group for the first instance of a child with the name property matching the given argument. Should more than one child have the same name only the first instance is returned.

    Parameters

    • name: string

      The name to search for.

    Returns any

    The first child with a matching name, or null if none were found.

getChildAt

  • getChildAt(index: number): DisplayObject
  • Returns the child at the specified index

    Parameters

    • index: number

      The index to get the child from

    Returns DisplayObject

    The child at the given index, if any.

getChildIndex

  • getChildIndex(child: DisplayObject): number
  • Returns the index position of a child DisplayObject instance

    Parameters

    • child: DisplayObject

      The DisplayObject instance to identify

    Returns number

    The index position of the child display object to identify

getClosestTo

  • getClosestTo(object: any, callback?: Function, callbackContext?: any): any
  • Get the closest child to given Object, with optional callback to filter children.

    This can be a Sprite, Group, Image or any object with public x and y properties.

    'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties.

    You can use the optional callback argument to apply your own filter to the distance checks. If the child is closer then the previous child, it will be sent to callback as the first argument, with the distance as the second. The callback should return true if it passes your filtering criteria, otherwise it should return false.

    Parameters

    • object: any

      The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.

    • Optional callback: Function

      The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return true if the child passes the matching criteria.

    • Optional callbackContext: any

      The context in which the function should be called (usually 'this').

    Returns any

    The child closest to given object, or null if no child was found.

getFirstAlive

  • getFirstAlive(createIfNull?: boolean, x?: number, y?: number, key?: string | RenderTexture | BitmapData | Video | Texture, frame?: string | number): any
  • Get the first child that is alive (child.alive === true).

    This is handy for choosing a squad leader, etc.

    You can use the optional argument createIfNull to create a new Game Object if no alive 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

    • Optional createIfNull: boolean

      If true and no alive children are found a new one is created.

    • Optional x: number

      The x coordinate to reset the child to. The value is in relation to the group.x point.

    • Optional y: number

      The y coordinate to reset the child to. The value is in relation to the group.y point.

    • Optional key: string | RenderTexture | BitmapData | Video | Texture

      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.

    • Optional frame: string | number

      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 any

    The alive dead child, or null if none found and createIfNull was false.

getFirstDead

  • getFirstDead(createIfNull?: boolean, x?: number, y?: number, key?: string | RenderTexture | BitmapData | Video | Texture, frame?: string | number): any
  • 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

    • Optional createIfNull: boolean

      If true and no dead children are found a new one is created.

    • Optional x: number

      The x coordinate to reset the child to. The value is in relation to the group.x point.

    • Optional y: number

      The y coordinate to reset the child to. The value is in relation to the group.y point.

    • Optional key: string | RenderTexture | BitmapData | Video | Texture

      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.

    • Optional frame: string | number

      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 any

    The first dead child, or null if none found and createIfNull was false.

getFirstExists

  • getFirstExists(exists: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string | RenderTexture | BitmapData | Video | Texture, frame?: string | number): any
  • Get the first display object that exists, or doesn't exist.

    You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument 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

    • exists: boolean

      If true, find the first existing child; otherwise find the first non-existing child. - Default: true

    • Optional createIfNull: boolean

      If true and no alive children are found a new one is created.

    • Optional x: number

      The x coordinate to reset the child to. The value is in relation to the group.x point.

    • Optional y: number

      The y coordinate to reset the child to. The value is in relation to the group.y point.

    • Optional key: string | RenderTexture | BitmapData | Video | Texture

      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.

    • Optional frame: string | number

      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 any

    The first child, or null if none found and createIfNull was false.

getFurthestFrom

  • getFurthestFrom(object: any, callback?: Function, callbackContext?: any): any
  • Get the child furthest away from the given Object, with optional callback to filter children.

    This can be a Sprite, Group, Image or any object with public x and y properties.

    'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties.

    You can use the optional callback argument to apply your own filter to the distance checks. If the child is closer then the previous child, it will be sent to callback as the first argument, with the distance as the second. The callback should return true if it passes your filtering criteria, otherwise it should return false.

    Parameters

    • object: any

      The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.

    • Optional callback: Function

      The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return true if the child passes the matching criteria.

    • Optional callbackContext: any

      The context in which the function should be called (usually 'this').

    Returns any

    The child furthest from the given object, or null if no child was found.

getIndex

  • getIndex(child: any): number
  • Get the index position of the given child in this group, which should match the child's z property.

    Parameters

    • child: any

      The child to get the index for.

    Returns number

    The index of the child or -1 if it's not a member of this group.

getLocalBounds

  • getLocalBounds(): Rectangle
  • Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.

    Returns Rectangle

    The rectangular bounding area

getRandom

  • getRandom(startIndex?: number, length?: number): any
  • Returns a random child from the group.

    Parameters

    • Optional startIndex: number

      Offset from the front of the group (lowest child).

    • Optional length: number

      Restriction on the number of values you want to randomly select from. - Default: (to top)

    Returns any

    A random child of this Group.

getTop

  • getTop(): any
  • Return the child at the top of this group.

    The top child is the child displayed (rendered) above every other child.

    Returns any

    The child at the top of the Group.

hasProperty

  • hasProperty(child: any, key: string[]): boolean
  • Checks if the child has the given property.

    Will scan up to 4 levels deep only.

    Parameters

    • child: any

      The child to check for the existence of the property on.

    • key: string[]

      An array of strings that make up the property.

    Returns boolean

    True if the child has the property, otherwise false.

iterate

  • iterate(key: string, value: any, returnType: number, callback?: Function, callbackContext?: any, ...args: any[]): any
  • Iterates over the children of the group performing one of several actions for matched children.

    A child is considered a match when it has a property, named key, whose value is equal to value according to a strict equality comparison.

    The result depends on the returnType:

    • {@link Phaser.Group.RETURN_TOTAL RETURN_TOTAL}: The callback, if any, is applied to all matching children. The number of matched children is returned.
    • {@link Phaser.Group.RETURN_NONE RETURN_NONE}: The callback, if any, is applied to all matching children. No value is returned.
    • {@link Phaser.Group.RETURN_CHILD RETURN_CHILD}: The callback, if any, is applied to the first matching child and the first matched child is returned. If there is no matching child then null is returned.

    If args is specified it must be an array. The matched child will be assigned to the first element and the entire array will be applied to the callback function.

    Parameters

    • key: string

      The child property to check, i.e. 'exists', 'alive', 'health'

    • value: any

      A child matches if child[key] === value is true.

    • returnType: number

      How to iterate the children and what to return.

    • Optional callback: Function

      Optional function that will be called on each matching child. The matched child is supplied as the first argument.

    • Optional callbackContext: any

      The context in which the function should be called (usually 'this').

    • Rest ...args: any[]

      The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child. - Default: (none)

    Returns any

    Returns either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.

mousedown

  • mousedown(e: InteractionData): void

mousemove

  • mousemove(e: InteractionData): void

mouseout

  • mouseout(e: InteractionData): void

mouseover

  • mouseover(e: InteractionData): void

mouseup

  • mouseup(e: InteractionData): void

mouseupoutside

  • mouseupoutside(e: InteractionData): void

moveAll

  • moveAll(group: Group, silent?: boolean): Group
  • Moves all children from this Group to the Group given.

    Parameters

    • group: Group

      The new Group to which the children will be moved to.

    • Optional silent: boolean

      If true the children will not dispatch the onAddedToGroup event for the new Group.

    Returns Group

    The Group to which all the children were moved.

moveDown

  • moveDown(child: any): any
  • Moves the given child down one place in this group unless it's already at the bottom.

    Parameters

    • child: any

      The child to move down in the group.

    Returns any

    The child that was moved.

moveUp

  • moveUp(child: any): any
  • Moves the given child up one place in this group unless it's already at the top.

    Parameters

    • child: any

      The child to move up in the group.

    Returns any

    The child that was moved.

multiplyAll

  • multiplyAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void
  • Multiplies the given property by the amount on all children in this group.

    Group.multiplyAll('x', 2) will x2 the child.x value for each child.

    Parameters

    • property: string

      The property to multiply, for example 'body.velocity.x' or 'angle'.

    • amount: number

      The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.

    • checkAlive: boolean

      If true the property will only be changed if the child is alive.

    • checkVisible: boolean

      If true the property will only be changed if the child is visible.

    Returns void

next

  • next(): void
  • Advances the group cursor to the next (higher) object in the group.

    If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child).

    Returns void

    The child the cursor now points to.

pause

  • pause(): void
  • Returns void

play

  • play(): void
  • Returns void

postUpdate

  • postUpdate(): void

preUpdate

  • preUpdate(): void

previous

  • previous(): void
  • Moves the group cursor to the previous (lower) child in the group.

    If the cursor is at the start of the group (bottom child) it is moved to the end (top child).

    Returns void

    The child the cursor now points to.

remove

  • remove(child: any, destroy?: boolean, silent?: boolean): boolean
  • Removes the given child from this group.

    This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child.

    If the group cursor was referring to the removed child it is updated to refer to the next child.

    Parameters

    • child: any

      The child to remove.

    • Optional destroy: boolean

      If true destroy will be invoked on the removed child.

    • Optional silent: boolean

      If true the the child will not dispatch the onRemovedFromGroup event.

    Returns boolean

    true if the child was removed from this group, otherwise false.

removeAll

  • removeAll(destroy?: boolean, silent?: boolean, destroyTexture?: boolean): void
  • Removes all children from this Group, but does not remove the group from its parent.

    The children can be optionally destroyed as they are removed.

    You can also optionally also destroy the BaseTexture the Child is using. Be careful if you've more than one Game Object sharing the same BaseTexture.

    Parameters

    • Optional destroy: boolean

      If true destroy will be invoked on each removed child.

    • Optional silent: boolean

      If true the children will not dispatch their onRemovedFromGroup events.

    • Optional destroyTexture: boolean

      If true, and if the destroy argument is also true, the BaseTexture belonging to the Child is also destroyed. Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

    Returns void

removeBetween

  • removeBetween(startIndex: number, endIndex?: number, destroy?: boolean, silent?: boolean): void
  • Removes all children from this group whose index falls beteen the given startIndex and endIndex values.

    Parameters

    • startIndex: number

      The index to start removing children from.

    • Optional endIndex: number

      The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group.

    • Optional destroy: boolean

      If true destroy will be invoked on each removed child.

    • Optional silent: boolean

      If true the children will not dispatch their onRemovedFromGroup events.

    Returns void

removeChild

  • removeChild(child: DisplayObject): DisplayObject
  • Removes a child from the container.

    Parameters

    • child: DisplayObject

      The DisplayObject to remove

    Returns DisplayObject

    The child that was removed.

removeChildAt

  • removeChildAt(index: number): DisplayObject
  • Removes a child from the specified index position.

    Parameters

    • index: number

      The index to get the child from

    Returns DisplayObject

    The child that was removed.

removeChildren

  • removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]
  • Removes all children from this container that are within the begin and end indexes.

    Parameters

    • Optional beginIndex: number

      The beginning position. Default value is 0.

    • Optional endIndex: number

      The ending position. Default value is size of the container.

    Returns DisplayObject[]

removeFromHash

  • removeFromHash(child: DisplayObject): boolean
  • Removes a child of this Group from the hash array. This call will return false if the child is not in the hash.

    Parameters

    • child: DisplayObject

      The display object to remove from this Groups hash. Must be a member of this Group and in the hash.

    Returns boolean

    True if the child was successfully removed from the hash, otherwise false.

removeStageReference

  • removeStageReference(): void

replace

  • replace(oldChild: any, newChild: any): any
  • Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.

    If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist.

    If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist.

    Parameters

    • oldChild: any

      The child in this group that will be replaced.

    • newChild: any

      The child to be inserted into this group.

    Returns any

    Returns the oldChild that was replaced within this group.

resetChild

  • resetChild(child: any, x?: number, y?: number, key?: string | RenderTexture | BitmapData | Video | Texture, frame?: string | number): any
  • Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it.

    If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it.

    The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values.

    Parameters

    • child: any

      The child to reset and/or load the texture on.

    • Optional x: number

      The x coordinate to reset the child to. The value is in relation to the group.x point.

    • Optional y: number

      The y coordinate to reset the child to. The value is in relation to the group.y point.

    • Optional key: string | RenderTexture | BitmapData | Video | Texture

      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.

    • Optional frame: string | number

      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 any

    The child that was reset: usually a {@link Phaser.Sprite}.

resetCursor

  • resetCursor(index?: number): any
  • Sets the group cursor to the first child in the group.

    If the optional index parameter is given it sets the cursor to the object at that index instead.

    Parameters

    • Optional index: number

      Set the cursor to point to a specific index.

    Returns any

    The child the cursor now points to.

resume

  • resume(): void
  • Returns void

reverse

  • reverse(): void
  • Reverses all children in this group.

    This operation applies only to immediate children and does not propagate to subgroups.

    Returns void

rightclick

  • rightclick(e: InteractionData): void

rightdown

  • rightdown(e: InteractionData): void

rightup

  • rightup(e: InteractionData): void

rightupoutside

  • rightupoutside(e: InteractionData): void

sendToBack

  • sendToBack(child: any): any
  • Sends the given child to the bottom of this group so it renders below all other children.

    Parameters

    • child: any

      The child to send to the bottom of this group.

    Returns any

    The child that was moved.

set

  • set(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean
  • Quickly set a property on a single child of this group to a new value.

    The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

    Parameters

    • child: any

      The child to set the property on.

    • key: string[]

      The property, as a string, to be set. For example: 'body.velocity.x'

    • value: any

      The value that will be set.

    • Optional operation: number

      Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

    • Optional force: boolean

      If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

    Returns boolean

    True if the property was set, false if not.

setAll

  • setAll(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, operation?: number, force?: boolean): void
  • Quickly set the same property across all children of this group to a new value.

    This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children. If you need that ability please see Group.setAllChildren.

    The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

    Parameters

    • key: string

      The property, as a string, to be set. For example: 'body.velocity.x'

    • value: any

      The value that will be set.

    • Optional checkAlive: boolean

      If set then only children with alive=true will be updated. This includes any Groups that are children.

    • Optional checkVisible: boolean

      If set then only children with visible=true will be updated. This includes any Groups that are children.

    • Optional operation: number

      Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

    • Optional force: boolean

      If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

    Returns void

setAllChildren

  • setAllChildren(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, operation?: number, force?: boolean): void
  • Quickly set the same property across all children of this group, and any child Groups, to a new value.

    If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom. Unlike with setAll the property is NOT set on child Groups itself.

    The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

    Parameters

    • key: string

      The property, as a string, to be set. For example: 'body.velocity.x'

    • value: any

      The value that will be set.

    • Optional checkAlive: boolean

      If set then only children with alive=true will be updated. This includes any Groups that are children.

    • Optional checkVisible: boolean

      If set then only children with visible=true will be updated. This includes any Groups that are children.

    • Optional operation: number

      Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

    • Optional force: boolean

      If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

    Returns void

setAnimationById

  • setAnimationById(index: number): void
  • Parameters

    • index: number

    Returns void

setAnimationByName

  • setAnimationByName(name: string): void
  • Parameters

    • name: string

    Returns void

setChildIndex

  • setChildIndex(child: DisplayObject, index: number): void
  • Changes the position of an existing child in the display object container

    Parameters

    • child: DisplayObject

      The child DisplayObject instance for which you want to change the index number

    • index: number

      The resulting index number for the child display object

    Returns void

setProperty

  • setProperty(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean
  • Sets a property to the given value on the child. The operation parameter controls how the value is set.

    The operations are:

    • 0: set the existing value to the given value; if force is true a new property will be created if needed
    • 1: will add the given value to the value already present.
    • 2: will subtract the given value from the value already present.
    • 3: will multiply the value already present by the given value.
    • 4: will divide the value already present by the given value.

    Parameters

    • child: any

      The child to set the property value on.

    • key: string[]

      An array of strings that make up the property that will be set.

    • value: any

      The value that will be set.

    • Optional operation: number

      Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

    • Optional force: boolean

      If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

    Returns boolean

    True if the property was set, false if not.

setStageReference

  • setStageReference(stage: DisplayObjectContainer): void

sort

  • sort(key?: string, order?: number): void
  • Sort the children in the group according to a particular key and ordering.

    Call this function to sort the group according to a particular key value and order.

    For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update().

    Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, including alphabetical sorting, mixing strings and numbers, and Unicode sorting. See MDN for more details.

    Parameters

    • Optional key: string

      The name of the property to sort on. Defaults to the objects z-depth value. - Default: 'z'

    • Optional order: number

      Order ascending ({@link Phaser.Group.SORT_ASCENDING SORT_ASCENDING}) or descending ({@link Phaser.Group.SORT_DESCENDING SORT_DESCENDING}). - Default: Phaser.Group.SORT_ASCENDING

    Returns void

stop

  • stop(): void
  • Returns void

subAll

  • subAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void
  • Subtracts the amount from the given property on all children in this group.

    Group.subAll('x', 10) will minus 10 from the child.x value for each child.

    Parameters

    • property: string

      The property to decrement, for example 'body.velocity.x' or 'angle'.

    • amount: number

      The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.

    • checkAlive: boolean

      If true the property will only be changed if the child is alive.

    • checkVisible: boolean

      If true the property will only be changed if the child is visible.

    Returns void

swap

  • swap(child1: any, child2: any): boolean
  • Swaps the position of two children in this group.

    Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped.

    Parameters

    • child1: any

      The first child to swap.

    • child2: any

      The second child to swap.

    Returns boolean

swapChildren

  • swapChildren(child: DisplayObject, child2: DisplayObject): void
  • Swaps the position of 2 Display Objects within this container.

    Parameters

    • child: DisplayObject

      -

    • child2: DisplayObject

      -

    Returns void

tap

  • tap(e: InteractionData): void
  • Parameters

    • e: InteractionData

    Returns void

toGlobal

  • toGlobal(position: Point): Point

toLocal

  • toLocal(position: Point, from: DisplayObject): Point
  • Parameters

    • position: Point
    • from: DisplayObject

    Returns Point

touchend

  • touchend(e: InteractionData): void

touchendoutside

  • touchendoutside(e: InteractionData): void

touchmove

  • touchmove(e: InteractionData): void

touchstart

  • touchstart(e: InteractionData): void

update

  • update(): void
  • The core update - as called by World.

    Returns void

updateTransform

  • updateTransform(parent?: DisplayObjectContainer): void

updateZ

  • updateZ(): void
  • Internal method that re-applies all of the children's Z values.

    This must be called whenever children ordering is altered so that their z indices are correctly updated.

    Returns void

xy

  • xy(index: number, x: number, y: number): void
  • Positions the child found at the given index within this group to the given x and y coordinates.

    Parameters

    • index: number

      The index of the child in the group to set the position of.

    • x: number

      The new x position of the child.

    • y: number

      The new y position of the child.

    Returns void