Phaser.Physics.P2.BodyDebug

new BodyDebug(game, body, settings)

Draws a P2 Body to a Graphics instance for visual debugging. Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead. So use sparingly and rarely (if ever) in production code.

Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If you manipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you will need to manually adjust its BodyDebug as well.

Parameters:

Name

Type

Description

game

Phaser.Game

Game reference to the currently running game.

body

Phaser.Physics.P2.Body

The P2 Body to display debug data for.

settings

object

Settings object.

Source - physics/p2/BodyDebug.js, line 24

Extends

Members

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 - core/Group.js, line 93

alpha:number

The alpha value of the group container.

Inherited From: Phaser.Group#alpha Source - core/Group.js, line 3147

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.

Inherited From: Phaser.Group#angle Source - core/Group.js, line 2826

body:Phaser.Physics.P2.Body

The P2 Body to display debug data for.

Source - physics/p2/BodyDebug.js, line 50

bottom:number

The bottom coordinate of this Group.

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

Inherited From: Phaser.Group#bottom Source

cacheAsBitmap:Boolean

Sets if this DisplayObject should be cached as a bitmap.

When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.

Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not re-generate the cached bitmap automatically. To do that you need to call DisplayObject.updateCache.

To remove a cached bitmap, set this property to null.

Inherited From: PIXI.DisplayObject#cacheAsBitmap Source - pixi/display/DisplayObject.js, line 794

cameraOffset:Phaser.Point

If this object is 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.

Inherited From: Phaser.Group#cameraOffset Source - core/Group.js, line 279

canvas:Phaser.Graphics

The canvas to render the debug info to.

Source - physics/p2/BodyDebug.js, line 55

centerX:number

The center x coordinate of this Group.

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

Inherited From: Phaser.Group#centerX Source - core/Group.js, line 2849

centerY:number

The center y coordinate of this Group.

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

Inherited From: Phaser.Group#centerY Source - core/Group.js, line 2877

<readonly>children:Array.<DisplayObject>

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

classType:function

The type of objects that will be created when using create or createMultiple.

It should extend either Sprite or Image and accept the same constructor arguments: (game, x, y, key, frame).

Inherited From: Phaser.Group#classType Default Value: - Phaser.Sprite

Source - core/Group.js, line 129

cursor:DisplayObject

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 next and previous.

Inherited From: Phaser.Group#cursor Source

<readonly>cursorIndex:integer

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

Inherited From: Phaser.Group#cursorIndex Source - core/Group.js, line 262

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 physicsBodyType.

Inherited From: Phaser.Group#enableBody Source - core/Group.js, line 215

enableBodyDebug:boolean

If true when a physics body is created (via`enableBody <Phaser.Group.html#enableBody>`__) it will create a physics debug object as well.

This only works for P2 bodies.

Inherited From: Phaser.Group#enableBodyDebug Source - core/Group.js, line 224

exists:boolean

If exists is false the group will be excluded from collision checks and filters such as forEachExists. The group will not call preUpdate and postUpdate on its children and the children will not receive physics updates or camera/world boundary checks. The group will still be visible and will still call update on its children.

Inherited From: Phaser.Group#exists Default Value: - true

Source - core/Group.js, line 100

filterArea:Rectangle

The rectangular area used by filters when rendering a shader for this DisplayObject.

Inherited From: PIXI.DisplayObject#filterArea Source - pixi/display/DisplayObject.js, line 195

filters:Array

Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter using DisplayObject.filterArea.

To remove filters, set this property to null.

Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a filter will reset this DisplayObjects blend mode to NORMAL.

Inherited From: PIXI.DisplayObject#filters Source - pixi/display/DisplayObject.js, line 741

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

Inherited From: Phaser.Group#fixedToCamera Source - core/Group.js, line 272

<internal>game:Phaser.Game

A reference to the currently running Game.

Inherited From: Phaser.Group#game Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 38

hash:array

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)

Inherited From: Phaser.Group#hash Source - core/Group.js, line 292

height:Number

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

Inherited From: PIXI.DisplayObjectContainer#height Source - pixi/display/DisplayObjectContainer.js, line 600

hitArea:Rectangle|Circle|Ellipse|Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need tohit test all the children)

Type:

  • Rectangle| Circle| Ellipse| Polygon

Inherited From: PIXI.DisplayObject#hitArea Source - pixi/display/DisplayObject.js, line 89

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.

Inherited From: PIXI.DisplayObjectContainer#ignoreChildInput Source - pixi/display/DisplayObjectContainer.js, line 26

ignoreDestroy:boolean

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

Inherited From: Phaser.Group#ignoreDestroy Source - core/Group.js, line 107

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.

Inherited From: Phaser.Group#inputEnableChildren Source - core/Group.js, line 148

left:number

The left coordinate of this Group.

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

Inherited From: Phaser.Group#left Source - core/Group.js, line 2905

<readonly>length:integer

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

Inherited From: Phaser.Group#length Source

mask:PhaserGraphics

Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. When applied it limits the visible area of this DisplayObject to the shape of the mask. Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. To remove a mask, set this property to null.

Inherited From: PIXI.DisplayObject#mask Source - pixi/display/DisplayObject.js, line 706

name:string

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

Inherited From: Phaser.Group#name Source - core/Group.js, line 49

onChildInputDown:Phaser.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.

Inherited From: Phaser.Group#onChildInputDown Source - core/Group.js, line 168

onChildInputOut:Phaser.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.

Inherited From: Phaser.Group#onChildInputOut Source - core/Group.js, line 205

onChildInputOver:Phaser.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.

Inherited From: Phaser.Group#onChildInputOver Source - core/Group.js, line 193

onChildInputUp:Phaser.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.

Inherited From: Phaser.Group#onChildInputUp Source

onDestroy:Phaser.Signal

This signal is dispatched when the group is destroyed.

Inherited From: Phaser.Group#onDestroy Source - core/Group.js, line 256

<readonly>parent:PIXIDisplayObjectContainer

The parent DisplayObjectContainer that this DisplayObject is a child of. All DisplayObjects must belong to a parent in order to be rendered. The root parent is the Stage object. This property is set automatically when the DisplayObject is added to, or removed from, a DisplayObjectContainer.

Inherited From: PIXI.DisplayObject#parent Source - pixi/display/DisplayObject.js, line 107

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.

Inherited From: Phaser.Group#pendingDestroy Source

physicsBodyType:integer

If enableBody is true this is the type of physics body that is created on new Sprites.

The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc.

Inherited From: Phaser.Group#physicsBodyType Source - core/Group.js, line 232

physicsSortDirection:integer

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.

Inherited From: Phaser.Group#physicsSortDirection Source - core/Group.js, line 250

<readonly>physicsType:number

The const physics body type of this object.

Inherited From: Phaser.Group#physicsType Source - core/Group.js, line 86

pivot:PIXIPoint

The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.

Inherited From: PIXI.DisplayObject#pivot Source - pixi/display/DisplayObject.js, line 43

position:PIXIPoint

The coordinates, in pixels, of this DisplayObject, relative to its parent container.

The value of this property does not reflect any positioning happening further up the display list. To obtain that value please see the worldPosition property.

Inherited From: PIXI.DisplayObject#position Source

pixi/display/DisplayObject.js, line 20

ppu:number

Pixels per Length Unit.

Source - physics/p2/BodyDebug.js, line 44

renderable:Boolean

Should this DisplayObject be rendered by the renderer? An object with a renderable value of false is skipped during the render pass.

Inherited From: PIXI.DisplayObject#renderable Source - pixi/display/DisplayObject.js, line 98

right:number

The right coordinate of this Group.

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

Inherited From: Phaser.Group#right Source - core/Group.js, line 2933

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.

Inherited From: Phaser.Group#rotation Source - core/Group.js, line 3131

scale:PIXIPoint

The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.

The value of this property does not reflect any scaling happening further up the display list. To obtain that value please see the worldScale property.

Inherited From: PIXI.DisplayObject#scale Source - pixi/display/DisplayObject.js, line 31

top:number

The top coordinate of this Group.

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

Inherited From: Phaser.Group#top Source - core/Group.js, line 2961

<readonly>total:integer

Total number of existing children in the group.

Inherited From: Phaser.Group#total Source - core/Group.js, line 2792

<internal>type:integer

Internal Phaser Type value.

Inherited From: Phaser.Group#type Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 80

updateOnlyExistingChildren:boolean

Skip children with exists = false in update.

Inherited From: Phaser.Group#updateOnlyExistingChildren Source - core/Group.js, line 156

visible:boolean

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

Inherited From: Phaser.Group#visible Source - core/Group.js, line 3140

width:Number

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

Inherited From: PIXI.DisplayObjectContainer#width Source - pixi/display/DisplayObjectContainer.js, line 571

<readonly> worldAlpha:Number

The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. This value is the calculated total, based on the alpha values of all parents of this DisplayObjects in the display list.

To obtain, and set, the local alpha value, see the alpha property.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldAlpha Source - pixi/display/DisplayObject.js, line 119

<readonly> worldPosition:PIXIPoint

The coordinates, in pixels, of this DisplayObject within the world.

This property contains the calculated total, based on the positions of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldPosition Source - pixi/display/DisplayObject.js, line 150

<readonly> worldRotation:Number

The rotation, in radians, of this DisplayObject.

This property contains the calculated total, based on the rotations of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldRotation Source - pixi/display/DisplayObject.js, line 180

<readonly> worldScale:PIXIPoint

The global scale of this DisplayObject.

This property contains the calculated total, based on the scales of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldScale Source - pixi/display/DisplayObject.js, line 165

<readonly> worldTransform:PhaserMatrix

The current transform of this DisplayObject.

This property contains the calculated total, based on the transforms of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldTransform Source - pixi/display/DisplayObject.js, line 135

worldVisible:Boolean

Indicates if this DisplayObject is visible, based on it, and all of its parents, visible property values.

Inherited From: PIXI.DisplayObject#worldVisible Source - pixi/display/DisplayObject.js, line 663

x:number

The x coordinate of the group container.

You can adjust the group container itself by modifying its coordinates. This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.

Inherited From: Phaser.Group#x Source - core/Group.js, line 3113

y:number

The y coordinate of the group container.

You can adjust the group container itself by modifying its coordinates. This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.

Inherited From: Phaser.Group#y Source - core/Group.js, line 3122

<readonly>z:integer

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.

Inherited From: Phaser.Group#z Source - core/Group.js, line 57

add(child, silent, index)→ {DisplayObject}

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 addAt to control where a child is added. Use create to create and add a new child.

Parameters:

Name

Type

Argument

Default

Description

child

DisplayObject

The display object to add as a child.

silent

boolean

<optional>

false

If true the child will not dispatch the onAddedToGroup event.

index

integer

<optional>

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

Returns:

DisplayObject-

The child that was added to the group.

Inherited From: Phaser.Group#add Source - core/Group.js, line 348

addAll(property, amount, checkAlive, checkVisible)

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:

Name

Type

Argument

Description

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

<optional>

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

checkVisible

boolean

<optional>

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

Inherited From: Phaser.Group#addAll Source

addAt(child,index, silent)→ {DisplayObject}

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:

Name

Type

Argument

Default

Description

child

DisplayObject

The display object to add as a child.

index

integer

<optional>

0

The index within the group to insert the child to.

silent

boolean

<optional>

false

If true the child will not dispatch the onAddedToGroup event.

Returns:

DisplayObject-

The child that was added to the group.

Inherited From: Phaser.Group#addAt Source - core/Group.js, line 425

addChild(child)→ {PIXI.DisplayObject}

Adds a child to the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to add to the container

addChildAt(child, index)→

{PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The child to add

index

Number

The index to place the child in

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 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:

Name

Type

Argument

Default

Description

children

Array.<DisplayObject> | Phaser.Group

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

silent

boolean

<optional>

false

If true the children will not dispatch the onAddedToGroup event.

Returns:

Array.<DisplayObject> | Phaser.Group-

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

Inherited From: Phaser.Group#addMultiple Source - core/Group.js, line 496

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 - core/Group.js, line 446

align(width,height, cellWidth, cellHeight, position, offset)→ {boolean}

This method iterates through all children in the Group (regardless ifthey 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 (thesecond 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:

Name

Type

Argument

Default

Description

width

integer

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

integer

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

integer

The width of each grid cell, in pixels.

cellHeight

integer

The height of each grid cell, in pixels.

position

integer

<optional>

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.

offset

integer

<optional>

0

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.

Inherited From: Phaser.Group#align Source - core/Group.js, line 689

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 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:

Name

Type

Argument

Default

Description

container

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

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

position

integer

<optional>

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.

offsetX

integer

<optional>

0

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.

offsetY

integer

<optional>

0

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:

Phaser.Group-

This Group.

Inherited From: Phaser.Group#alignIn Source - core/Group.js, line 3017

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 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:

Name

Type

Argument

Default

Description

parent

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

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

position

integer

<optional>

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.

offsetX

integer

<optional>

0

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.

offsetY

integer

<optional>

0

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:

Phaser.Group-

This Group.

Inherited From: Phaser.Group#alignTo Source - core/Group.js, line 3059

<internal>ascendingSortHandler(a, b)

An internal helper function for the sort process.

Parameters:

Name

Type

Description

a

object

The first object being sorted.

b

object

The second object being sorted.

Inherited From: Phaser.Group#ascendingSortHandler Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 2023

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 - core/Group.js, line 914

callAll(method, context, args)

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:

Name

Type

Argument

Default

Description

method

string

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

context

string

<optional>

null

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

args

any

<repeatable>

Additional parameters that will be passed to the method.

Inherited From: Phaser.Group#callAll Source - core/Group.js, line 1621

callAllExists(callback, existsValue, parameter)

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:

Name

Type

Argument

Description

callback

string

Name of the function on the children to call.

existsValue

boolean

Only children with exists=existsValue will be called.

parameter

any

<repeatable>

Additional parameters that will be passed to the callback.

Inherited From: Phaser.Group#callAllExists Source - core/Group.js, line 1537

<internal>callbackFromArray(child, callback, length)

Returns a reference to a function that exists on a child of the group based on the given callback array.

Parameters:

Name

Type

Description

child

object

The object to inspect.

callback

array

The array of function names.

length

integer

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

Inherited From: Phaser.Group#callbackFromArray Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 1571

checkAll(key, value, checkAlive, checkVisible, force)→ {boolean}

Test 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:

Name

Type

Argument

Default

Description

key

string

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

value

any

The value that will be checked.

checkAlive

boolean

<optional>

false

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

checkVisible

boolean

<optional>

false

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

force

boolean

<optional>

false

Also return false if the property is missing or undefined (regardless ofthe value argument).

Returns:

boolean-

  • True if all eligible children have the given property value (but see force); otherwise false.

Inherited From: Phaser.Group#checkAll Source - core/Group.js, line 1361

checkAny(key, value, checkAlive, checkVisible)→ {boolean}

Test that at least one child of this group has the given property 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:

Name

Type

Argument

Default

Description

key

string

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

value

any

The value that will be checked.

checkAlive

boolean

<optional>

false

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

checkVisible

boolean

<optional>

false

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

Returns:

boolean-

  • True if at least one eligible child has the given property value; otherwise false.

Inherited From: Phaser.Group#checkAny Source - core/Group.js, line 1397

checkProperty(child, key, value, force)→ {boolean}

Checks a property for the given value on the child.

Parameters:

Name

Type

Argument

Default

Description

child

any

The child to check the property value on.

key

string

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

value

any

The value that will be checked.

force

boolean

<optional>

false

Also return false if the property is missing or undefined (regardless ofthe value argument).

Returns:

boolean-

True if child is a child of this Group and the property was equal to value, false if not.

Inherited From: Phaser.Group#checkProperty Source - core/Group.js, line 1224

contains(child)→ {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

countDead()→ {integer}

Get the number of dead children in this group.

Returns:

integer-

The number of children flagged as dead.

Inherited From: Phaser.Group#countDead Source - core/Group.js, line 2442

countLiving()→ {integer}

Get the number of living children in this group.

Returns:

integer-

The number of children flagged as alive.

Inherited From: Phaser.Group#countLiving Source - core/Group.js, line 2430

create(x, y,key, frame, exists, index)→ {DisplayObject}

Creates a new Phaser.Sprite object and adds it to the top of this group.

Use 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:

Name

Type

Argument

Default

Description

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.

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.

exists

boolean

<optional>

true

The default exists state of the Sprite.

index

integer

<optional>

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

Returns:

DisplayObject-

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

Inherited From: Phaser.Group#create Source

createMultiple(quantity, key, frame, exists)→ {array}

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 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:

Name

Type

Argument

Default

Description

quantity

integer

The number of Sprites to create.

key

string | array

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.

frame

integer | string | array

<optional>

0

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.

exists

boolean

<optional>

false

The default exists state of the Sprite.

Returns:

array-

An array containing all of the Sprites that were created.

Inherited From: Phaser.Group#createMultiple Source

customSort(sortHandler, context)

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:

Name

Type

Argument

Description

sortHandler

function

The custom sort function.

context

object

<optional>

The context in which the sortHandler is called.

Inherited From: Phaser.Group#customSort Source - core/Group.js, line 1999

<internal>descendingSortHandler(a, b)

An internal helper function for the sort process.

Parameters:

Name

Type

Description

a

object

The first object being sorted.

b

object

The second object being sorted.

Inherited From: Phaser.Group#descendingSortHandler Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 2055

destroy(destroyChildren, soft)

Destroys this group.

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

Parameters:

Name

Type

Argument

Default

Description

destroyChildren

boolean

<optional>

true

If true destroy will be invoked on each removed child.

soft

boolean

<optional>

false

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.

Inherited From: Phaser.Group#destroy Source - core/Group.js, line 2755

divideAll(property, amount, checkAlive, checkVisible)

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:

Name

Type

Description

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.

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.

Inherited From: Phaser.Group#divideAll Source - core/Group.js, line 1482

draw()

Draws the P2 shapes to the Graphics object.

Source - physics/p2/BodyDebug.js, line 85

filter(predicate, checkExists)→

{Phaser.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:

Name

Type

Argument

Default

Description

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

checkExists

boolean

<optional>

false

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

Returns:

Phaser.ArraySet-

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

Inherited From: Phaser.Group#filter Source

forEach(callback, callbackContext, checkExists, args)

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:

Name

Type

Argument

Default

Description

callback

function

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

callbackContext

object

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

checkExists

boolean

<optional>

false

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

args

any

<optional> <repeatable>

(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From: Phaser.Group#forEach Source - core/Group.js, line 1821

forEachAlive(callback, callbackContext, args)

Call a function on each alive child in this group.

See forEach for details.

Parameters:

Name

Type

Argument

Default

Description

callback

function

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

callbackContext

object

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

args

any

<optional> <repeatable>

(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From: Phaser.Group#forEachAlive Source - core/Group.js, line 1903

forEachDead(callback, callbackContext, args)

Call a function on each dead child in this group.

See forEach for details.

Parameters:

Name

Type

Argument

Default

Description

callback

function

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

callbackContext

object

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

args

any

<optional> <repeatable>

(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From: Phaser.Group#forEachDead Source - core/Group.js, line 1931

forEachExists(callback, callbackContext, args)

Call a function on each existing child in this group.

See forEach for details.

Parameters:

Name

Type

Argument

Default

Description

callback

function

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

callbackContext

object

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

args

any

<optional> <repeatable>

(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From: Phaser.Group#forEachExists Source - core/Group.js, line 1875

getAll(property, value, startIndex, endIndex)→ {array}

Returns all children in this Group.

You can optionally specify a matching criteria using the property and value arguments.

For example: getAll('exists', true) would return only children that have an exists property equal to true.

Optionally you can specify a start and end index. For example if this Group had 100 children, and you set startIndex to 0 and endIndex to 50, it would return the first 50 children in the Group. If property and value are also specified, only children within the given index range are searched.

Parameters:

Name

Type

Argument

Default

Description

property

string

<optional>

An optional property to test against the value argument.

value

any

<optional>

If property is set then Child.property must strictly equal this value to be included in the results.

startIndex

integer

<optional>

0

The first child index to start the search from.

endIndex

integer

<optional>

The last child index to search up until.

Returns:

array-

  • An array containing all, some, or none of the Children of this Group.

Inherited From: Phaser.Group#getAll Source

getAt(index)→ {DisplayObject|integer}

Returns the child found at the given index within this group.

Parameters:

Name

Type

Description

index

integer

The index to return the child from.

Returns:

DisplayObject| integer-

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

Inherited From: Phaser.Group#getAt Source - core/Group.js, line 531

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.

Inherited From: Phaser.Group#getBottom Source - core/Group.js, line 2325

getBounds(targetCoordinateSpace)→ {Rectangle}

Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

Parameters:

Name

Type

Argument

Description

targetCoordinateSpace

PIXIDisplayObject | PhaserMatrix

<optional>

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

Inherited From: PIXI.DisplayObjectContainer#getBounds Source - pixi/display/DisplayObjectContainer.js, line 280

getByName(name)→ {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

Type

Description

name

string

The name to search for.

Returns:

any-

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

Inherited From: Phaser.Group#getByName Source - core/Group.js, line 1049

getChildAt(index)→ {PIXI.DisplayObject}

Returns the child at the specified index

Parameters:

Name

Type

Description

index

Number

The index to get the child from

Returns:

PIXI.DisplayObject-

The child at the given index, if any.

Inherited From: PIXI.DisplayObjectContainer#getChildAt Source - pixi/display/DisplayObjectContainer.js, line 153

getChildIndex(child)→ {Number}

Returns the index position of a child DisplayObject instance

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject instance to identify

Returns:

Number-

The index position of the child display object to identify

Inherited From: PIXI.DisplayObjectContainer#getChildIndex Source - pixi/display/DisplayObjectContainer.js, line 112

getClosestTo(object, callback, callbackContext)→ {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:

Name

Type

Argument

Description

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.

callback

function

<optional>

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.

callbackContext

object

<optional>

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.

Inherited From: Phaser.Group#getClosestTo Source - core/Group.js, line 2342

getFirstAlive(createIfNull, x, y, key, frame)→

{DisplayObject}

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:

Name

Type

Argument

Default

Description

createIfNull

boolean

<optional>

false

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

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:

DisplayObject-

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

Inherited From: Phaser.Group#getFirstAlive Source - core/Group.js, line 2209

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

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:

DisplayObject-

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

Inherited From: Phaser.Group#getFirstDead Source - core/Group.js, line 2239

getFirstExists(exists, createIfNull, x, y, key, frame)→

{DisplayObject}

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:

Name

Type

Argument

Default

Description

exists

boolean

<optional>

true

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

createIfNull

boolean

<optional>

false

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

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:

DisplayObject-

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

Inherited From: Phaser.Group#getFirstExists Source

getFurthestFrom(object, callback, callbackContext)→ {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:

Name

Type

Argument

Description

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.

callback

function

<optional>

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.

callbackContext

object

<optional>

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.

Inherited From: Phaser.Group#getFurthestFrom Source - core/Group.js, line 2386

getIndex(child)→ {integer}

Get the index position of the given child in this group, which should match the child's z property.

Parameters:

Name

Type

Description

child

any

The child to get the index for.

Returns:

integer-

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

Inherited From: Phaser.Group#getIndex Source - core/Group.js, line 1036

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

Inherited From: PIXI.DisplayObjectContainer#getLocalBounds Source - pixi/display/DisplayObjectContainer.js, line 437

getRandom(startIndex, length)→ {any}

Returns a random child from the group.

Parameters:

Name

Type

Argument

Default

Description

startIndex

integer

<optional>

0

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

length

integer

<optional>

(to top)

Restriction on the number of values you want to randomly select from.

Returns:

any-

A random child of this Group.

Inherited From: Phaser.Group#getRandom Source - core/Group.js, line 2454

getRandomExists(startIndex, endIndex)→ {any}

Returns a random child from the Group that has exists set to true.

Optionally you can specify a start and end index. For example if this Group had 100 children, and you set startIndex to 0 and endIndex to 50, it would return a random child from only the first 50 children in the Group.

Parameters:

Name

Type

Argument

Default

Description

startIndex

integer

<optional>

0

The first child index to start the search from.

endIndex

integer

<optional>

The last child index to search up to.

Returns:

any-

A random child of this Group that exists.

Inherited From: Phaser.Group#getRandomExists Source - core/Group.js, line 2476

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.

Inherited From: Phaser.Group#getTop Source

hasProperty(child, key)→ {boolean}

Checks if the child has the given property.

Will scan up to 4 levels deep only.

Parameters:

Name

Type

Description

child

any

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

key

Array.<string>

An array of strings that make up the property.

Returns:

boolean-

True if the child has the property, otherwise false.

Inherited From: Phaser.Group#hasProperty Source - core/Group.js, line 1111

iterate(key,value, returnType, callback, callbackContext, args)→ {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:

  • RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned.
  • RETURN_NONE: The callback, if any, is applied to all matching children. No value is returned.
  • 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:

Name

Type

Argument

Default

Description

key

string

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

value

any

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

returnType

integer

How to iterate the children and what to return.

callback

function

<optional>

null

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

callbackContext

object

<optional>

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

args

Array.<any>

<optional>

(none)

The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child.

Returns:

any-

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

Inherited From: Phaser.Group#iterate Source - core/Group.js, line 2080

killAll()

Kills all children having exists=true.

Inherited From: Phaser.Group#killAll Source - core/Group.js, line 1499

moveAll(group, silent)→ {Phaser.Group}

Moves all children from this Group to the Group given.

Parameters:

Name

Type

Argument

Default

Description

group

Phaser.Group

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

silent

boolean

<optional>

false

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

Returns:

Phaser.Group-

The Group to which all the children were moved.

Inherited From: Phaser.Group#moveAll Source - core/Group.js, line 2590

moveDown(child)→ {any}

Moves the given child down one place in this group unless it's already at the bottom.

Parameters:

Name

Type

Description

child

any

The child to move down in the group.

Returns:

any-

The child that was moved.

Inherited From: Phaser.Group#moveDown Source - core/Group.js, line 976

moveUp(child)→

{any}

Moves the given child up one place in this group unless it's already at the top.

Parameters:

Name

Type

Description

child

any

The child to move up in the group.

Returns:

any-

The child that was moved.

Inherited From: Phaser.Group#moveUp Source

multiplyAll(property, amount, checkAlive, checkVisible)

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:

Name

Type

Description

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.

Inherited From: Phaser.Group#multiplyAll Source - core/Group.js, line 1465

<internal>postUpdate()

The core postUpdate - as called by World.

Inherited From: Phaser.Group#postUpdate Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 1760

<internal>preUpdate()

The core preUpdate - as called by World.

Inherited From: Phaser.Group#preUpdate Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 1694

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

Removes the given child from this group.

This will dispatch an onRemovedFromGroup event from the child (if ithas 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:

Name

Type

Argument

Default

Description

child

any

The child to remove.

destroy

boolean

<optional>

false

If true destroy will be invoked on the removed child.

silent

boolean

<optional>

false

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

Returns:

boolean-

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

Inherited From: Phaser.Group#remove Source

removeAll(destroy, silent, destroyTexture)

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:

Name

Type

Argument

Default

Description

destroy

boolean

<optional>

false

If true destroy will be invoked on each removed child.

silent

boolean

<optional>

false

If true the children will not dispatch their onRemovedFromGroup events.

destroyTexture

boolean

<optional>

false

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.

Inherited From: Phaser.Group#removeAll Source - core/Group.js, line 2619

removeBetween(startIndex, endIndex, destroy, silent)

Removes all children from this group whose index falls beteen the given startIndex and endIndex values.

Parameters:

Name

Type

Argument

Default

Description

startIndex

integer

The index to start removing children from.

endIndex

integer

<optional>

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.

destroy

boolean

<optional>

false

If true destroy will be invoked on each removed child.

silent

boolean

<optional>

false

If true the children will not dispatch their onRemovedFromGroup events.

Inherited From: Phaser.Group#removeBetween Source - core/Group.js, line 2667

removeChild(child)→ {PIXI.DisplayObject}

Removes a child from the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to remove

removeChildAt(index)→

{PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters:

Name

Type

Description

index

Number

The index to get the child from

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:

Name

Type

Description

beginIndex

Number

The beginning position. Default value is 0.

endIndex

Number

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

Inherited From: PIXI.DisplayObjectContainer#removeChildren Source - pixi/display/DisplayObjectContainer.js, line 213

removeFromHash(child)→ {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:

Name

Type

Description

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.

Inherited From: Phaser.Group#removeFromHash Source

replace(oldChild, newChild)→ {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:

Name

Type

Description

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.

Inherited From: Phaser.Group#replace Source - core/Group.js, line 1072

resetAll(x,y, key, frame, checkExists)

Calls resetChild on each child (or eachexisting child).

Parameters:

Name

Type

Argument

Default

Description

x

number

<optional>

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

y

number

<optional>

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

key

string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture

<optional>

The image or texture used by the Sprite during rendering.

frame

string | number

<optional>

The frame of a sprite sheet or texture atlas.

checkExists

boolean

<optional>

false

Reset only existing children.

Inherited From: Phaser.Group#resetAll Source - core/Group.js, line 1521

resetChild(child, x, y, key, frame)→

{DisplayObject}

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:

Name

Type

Argument

Description

child

DisplayObject

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

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:

DisplayObject-

The child that was reset: usually a Phaser.Sprite.

Inherited From: Phaser.Group#resetChild Source - core/Group.js, line 2269

resetCursor(index)→ {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:

Name

Type

Argument

Default

Description

index

integer

<optional>

0

Set the cursor to point to a specific index.

Returns:

any-

The child the cursor now points to.

Inherited From: Phaser.Group#resetCursor Source - core/Group.js, line 813

reverse()

Reverses all children in this group.

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

Inherited From: Phaser.Group#reverse Source - core/Group.js, line 1022

reviveAll()

Revives all children having exists=false.

Inherited From: Phaser.Group#reviveAll Source - core/Group.js, line 1510

scatter(rect, checkExists)

Places each child at a random position within the given Rectangle (orthe World bounds).

Parameters:

Name

Type

Argument

Default

Description

rect

Phaser.Rectangle

<optional>

this.game.world.bounds

A Rectangle. If omitted Phaser.World#bounds is used.

checkExists

boolean

<optional>

false

Place only children with exists=true.

Inherited From: Phaser.Group#scatter Source - core/Group.js, line 2722

sendToBack(child)→ {any}

Sends the given child to the bottom of this group so it renders below all other children.

Parameters:

Name

Type

Description

child

any

The child to send to the bottom of this group.

Returns:

any-

The child that was moved.

Inherited From: Phaser.Group#sendToBack Source - core/Group.js, line 933

set(child,key, value, checkAlive, checkVisible, operation, force)→ {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:

Name

Type

Argument

Default

Description

child

Phaser.Sprite

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.

checkAlive

boolean

<optional>

false

If set then the child will only be updated if alive=true.

checkVisible

boolean

<optional>

false

If set then the child will only be updated if visible=true.

operation

integer

<optional>

0

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.

force

boolean

<optional>

false

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.

Inherited From: Phaser.Group#set Source - core/Group.js, line 1254

setAll(key,value, checkAlive, checkVisible, operation, force)

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:

Name

Type

Argument

Default

Description

key

string

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

value

any

The value that will be set.

checkAlive

boolean

<optional>

false

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

checkVisible

boolean

<optional>

false

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

operation

integer

<optional>

0

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.

force

boolean

<optional>

false

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.

Inherited From: Phaser.Group#setAll Source

setAllChildren(key, value, checkAlive, checkVisible, operation, force)

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:

Name

Type

Argument

Default

Description

key

string

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

value

any

The value that will be set.

checkAlive

boolean

<optional>

false

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

checkVisible

boolean

<optional>

false

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

operation

integer

<optional>

0

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.

force

boolean

<optional>

false

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.

Inherited From: Phaser.Group#setAllChildren Source

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:

Name

Type

Description

child

PIXI.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

Inherited From: PIXI.DisplayObjectContainer#setChildIndex Source - pixi/display/DisplayObjectContainer.js, line 132

setProperty(child, key, value, operation, force)→ {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:

Name

Type

Argument

Default

Description

child

any

The child to set the property value on.

key

array

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

value

any

The value that will be set.

operation

integer

<optional>

0

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.

force

boolean

<optional>

false

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.

Inherited From: Phaser.Group#setProperty Source - core/Group.js, line 1146

shuffle()

Orders this Group's children randomly.

This can be more efficient than calling getRandom repeatedly.

Inherited From: Phaser.Group#shuffle Source - core/Group.js, line 2741

sort(key,order)

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:

Name

Type

Argument

Default

Description

key

string

<optional>

'z'

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

order

integer

<optional>

Phaser.Group.SORT_ASCENDING

Order ascending (SORT_ASCENDING) or descending (SORT_DESCENDING).

Inherited From: Phaser.Group#sort Source - core/Group.js, line 1959

subAll(property, amount, checkAlive, checkVisible)

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:

Name

Type

Description

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.

Inherited From: Phaser.Group#subAll Source

swap(child1,child2)

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:

Name

Type

Description

child1

any

The first child to swap.

child2

any

The second child to swap.

Inherited From: Phaser.Group#swap Source - core/Group.js, line 898

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

child2

PIXI.DisplayObject

Inherited From: PIXI.DisplayObjectContainer#swapChildren Source - pixi/display/DisplayObjectContainer.js, line 85

<internal> update()

The core update - as called by World.

Children with exists = false are updated unless updateOnlyExistingChildren is true.

Inherited From: Phaser.Group#update Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 1732

updateSpriteTransform()

Core update.

Source - physics/p2/BodyDebug.js, line 72

<internal> updateZ()

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.

Inherited From: Phaser.Group#updateZ Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - core/Group.js, line 670

xy(index, x,y)

Positions the child found at the given index within this group to the given x and y coordinates.

Parameters:

Name

Type

Description

index

integer

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.

Inherited From: Phaser.Group#xy Source - core/Group.js, line 1000