Navigation
These archived docs are for Phaser 2.4.6 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser. World

new World(game)

"This world is but a canvas to our imagination." - Henry David Thoreau

A game has only one world. The world is an abstract place in which all game objects live. It is not bound by stage limits and can be any size. You look into the world via cameras. All game objects live within the world at world-based coordinates. By default a world is created the same size as your Stage.

Parameters
Name Type Description
game Phaser.Game

Reference to the current game instance.

Source code: core/World.js (Line 19)

Extends

Public Properties

[readonly] _definedSize : boolean

True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions.

Source code: core/World.js (Line 41)

_height

Properties:
Name Type Description
height number

The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.

Source code: core/World.js (Line 51)

_width

Properties:
Name Type Description
width number

The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.

Source code: core/World.js (Line 46)

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
Default Value
  • true
Source code: core/Group.js (Line 93)

alpha : number

The alpha value of the group container.

Inherited From
Source code: core/Group.js (Line 2314)

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
Source code: core/Group.js (Line 2246)

bounds : Phaser.Rectangle

The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects. By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display. However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0. So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0. Bound of this world that objects can not escape from.

Source code: core/World.js (Line 30)

cacheAsBitmap : boolean

Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'

Inherited From
Source code: pixi/display/DisplayObject.js (Line 355)

camera : Phaser.Camera

Camera instance.

Source code: core/World.js (Line 35)

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
Source code: core/Group.js (Line 210)

[readonly] centerX : number

Gets the X position corresponding to the center point of the world.

Source code: core/World.js (Line 294)

[readonly] centerY : number

Gets the Y position corresponding to the center point of the world.

Source code: core/World.js (Line 307)

[readonly] children : Array.<DisplayObject>

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

Type
Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 17)

classType : Object

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

Inherited From
Default Value
Source code: core/Group.js (Line 130)

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
Source code: core/Group.js (Line 138)

[readonly] cursorIndex : integer

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

Inherited From
Source code: core/Group.js (Line 193)

enableBody : boolean

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

The default body type is controlled with physicsBodyType.

Inherited From
Source code: core/Group.js (Line 146)

enableBodyDebug : boolean

If true when a physics body is created (via enableBody) it will create a physics debug object as well.

This only works for P2 bodies.

Inherited From
Source code: core/Group.js (Line 155)

exists : boolean

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

Inherited From
Default Value
  • true
Source code: core/Group.js (Line 100)

filterArea :Rectangle

The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle

Inherited From
Source code: pixi/display/DisplayObject.js (Line 164)

filters : Array.<Filter>

Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.

To remove filters simply set this property to 'null'.

You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset this objects blend mode to NORMAL.

Type
  • Array.<Filter>
Inherited From
Source code: pixi/display/DisplayObject.js (Line 307)

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
Source code: core/Group.js (Line 203)

<internal> game : Phaser.Game

A reference to the currently running Game.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: 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
Source code: core/Group.js (Line 223)

height : number

Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions.

Source code: core/World.js (Line 269)

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 to hit test all the children)

Type
  • Rectangle | Circle | Ellipse | Polygon
Inherited From
Source code: pixi/display/DisplayObject.js (Line 62)

ignoreDestroy : boolean

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

Inherited From
Source code: core/Group.js (Line 107)

[readonly] length : integer

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

Inherited From
Source code: core/Group.js (Line 2229)

mask : PIXI.Graphics

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 282)

name : string

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

Inherited From
Source code: core/Group.js (Line 49)

onDestroy : Phaser.Signal

This signal is dispatched when the group is destroyed.

Inherited From
Source code: core/Group.js (Line 187)

[readonly] parent : PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 79)

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
Source code: core/Group.js (Line 119)

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
Source code: core/Group.js (Line 163)

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
Source code: core/Group.js (Line 181)

[readonly] physicsType : number

The const physics body type of this object.

Inherited From
Source code: core/Group.js (Line 86)

pivot :Point

The pivot point of the displayObject that it rotates around

Inherited From
Source code: pixi/display/DisplayObject.js (Line 30)

position :Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 14)

[readonly] randomX : number

Gets a random integer which is lesser than or equal to the current width of the game world.

Source code: core/World.js (Line 320)

[readonly] randomY : number

Gets a random integer which is lesser than or equal to the current height of the game world.

Source code: core/World.js (Line 342)

renderable : boolean

Can this object be rendered

Inherited From
Source code: pixi/display/DisplayObject.js (Line 71)

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
Source code: core/Group.js (Line 2298)

scale :Point

The scale factor of the object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 22)

[readonly] stage :Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 88)

[readonly] total : integer

Total number of existing children in the group.

Inherited From
Source code: core/Group.js (Line 2212)

<internal> type : integer

Internal Phaser Type value.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 80)

visible : boolean

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

Inherited From
Source code: core/Group.js (Line 2307)

width : number

Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions.

Source code: core/World.js (Line 244)

[readonly] worldAlpha : number

[read-only] The multiplied alpha of the displayObject

Inherited From
Source code: pixi/display/DisplayObject.js (Line 97)

[readonly] worldPosition :Point

The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 116)

[readonly] worldRotation : number

The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 136)

[readonly] worldScale :Point

The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 126)

worldVisible : boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 258)

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
Source code: core/Group.js (Line 2280)

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
Source code: core/Group.js (Line 2289)

[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
Source code: core/Group.js (Line 57)

Public Methods

add(child, silent) → {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 on top of every previous child.

If Group.enableBody is set then a physics body 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.

Returns

The child that was added to the group.

Inherited From
Source code: core/Group.js (Line 272)

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 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

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
Source code: core/Group.js (Line 1119)

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.

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

The child that was added to the group.

Inherited From
Source code: core/Group.js (Line 406)

addChild(child) → {PIXI.DisplayObject}

Adds a child to the container.

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject to add to the container

Returns

The child that was added.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 91)

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

Returns

The child that was added.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 103)

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.

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

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

Inherited From
Source code: core/Group.js (Line 375)

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
Source code: core/Group.js (Line 325)

<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
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1659)

<internal> boot()

Initialises the game world.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/World.js (Line 60)

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
Source code: core/Group.js (Line 667)

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
Source code: core/Group.js (Line 1274)

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
Source code: core/Group.js (Line 1187)

<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
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1221)

checkAll(key, value, checkAlive, checkVisible, force)

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
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 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

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.

Inherited From
Source code: core/Group.js (Line 1086)

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 array

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

value any

The value that will be checked.

force boolean <optional>
false

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.

Inherited From
Source code: core/Group.js (Line 950)

countDead() → {integer}

Get the number of dead children in this group.

Returns
integer -

The number of children flagged as dead.

Inherited From
Source code: core/Group.js (Line 1968)

countLiving() → {integer}

Get the number of living children in this group.

Returns
integer -

The number of children flagged as alive.

Inherited From
Source code: core/Group.js (Line 1956)

create(x, y, key, frame, exists) → {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.

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.

Returns

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

Inherited From
Source code: core/Group.js (Line 476)

createMultiple(quantity, key, frame, exists)

Creates multiple Phaser.Sprite objects and adds them to the top of this group.

Useful if you need to quickly generate a pool of identical sprites, such as bullets.

By default the sprites will be set to not exist and will be positioned at 0, 0 (relative to the group.x/y). Use classType to change the type of object created.

Parameters
Name Type Argument Default Description
quantity integer

The number of Sprites to create.

key string

The Game.cache key of the image that this Sprite will use.

frame integer | string <optional>

If the Sprite image contains multiple frames you can specify which one to use here.

exists boolean <optional>
false

The default exists state of the Sprite.

Inherited From
Source code: core/Group.js (Line 522)

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
Source code: core/Group.js (Line 1635)

<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
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1691)

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
Source code: core/Group.js (Line 2175)

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
Source code: core/Group.js (Line 1170)

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

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

Inherited From
Source code: core/Group.js (Line 1417)

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
Source code: core/Group.js (Line 1457)

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
Source code: core/Group.js (Line 1539)

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
Source code: core/Group.js (Line 1567)

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
Source code: core/Group.js (Line 1511)

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.

Parameters
Name Type Description
resolution Number

The resolution of the texture being generated

scaleMode Number

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Returns

a texture of the graphics object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 542)

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
Source code: core/Group.js (Line 456)

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
Source code: core/Group.js (Line 1939)

getBounds() → {Rectangle}

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

Returns
Rectangle -

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 307)

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

The child at the given index, if any.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 194)

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
Source code: pixi/display/DisplayObjectContainer.js (Line 159)

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

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

Inherited From
Source code: core/Group.js (Line 1823)

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

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

Inherited From
Source code: core/Group.js (Line 1853)

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

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

Inherited From
Source code: core/Group.js (Line 1789)

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
Source code: core/Group.js (Line 789)

getLocalBounds() → {Rectangle}

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

Returns
Rectangle -

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 367)

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 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
Source code: core/Group.js (Line 1980)

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
Source code: core/Group.js (Line 1922)

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 existance 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
Source code: core/Group.js (Line 837)

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
Source code: core/Group.js (Line 1716)

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

The Group to which all the children were moved.

Inherited From
Source code: core/Group.js (Line 2050)

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
Source code: core/Group.js (Line 729)

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
Source code: core/Group.js (Line 705)

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
Source code: core/Group.js (Line 1153)

next() → {any}

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
any -

The child the cursor now points to.

Inherited From
Source code: core/Group.js (Line 593)

<internal> postUpdate()

The core postUpdate - as called by World.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1393)

<internal> preUpdate()

The core preUpdate - as called by World.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1347)

previous() → {any}

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
any -

The child the cursor now points to.

Inherited From
Source code: core/Group.js (Line 622)

remove(child, destroy, silent) → {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
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
Source code: core/Group.js (Line 2002)

removeAll(destroy, silent)

Removes all children from this group, but does not remove the group from its parent.

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.

Inherited From
Source code: core/Group.js (Line 2079)

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
Source code: core/Group.js (Line 2120)

removeChild(child) → {PIXI.DisplayObject}

Removes a child from the container.

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject to remove

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 211)

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

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 226)

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
Source code: pixi/display/DisplayObjectContainer.js (Line 244)

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
Source code: core/Group.js (Line 350)

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 407)

replace(oldChild, newChild) → {any}

Replaces a child of this group with the given newChild. The newChild cannot be a member of this group.

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
Source code: core/Group.js (Line 802)

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

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

Inherited From
Source code: core/Group.js (Line 1883)

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
Source code: core/Group.js (Line 566)

resize(width, height)

Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.

Parameters
Name Type Description
width number

New width of the game world in pixels.

height number

New height of the game world in pixels.

Source code: core/World.js (Line 129)

reverse()

Reverses all children in this group.

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

Inherited From
Source code: core/Group.js (Line 775)

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
Source code: core/Group.js (Line 686)

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
Source code: core/Group.js (Line 979)

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
Source code: core/Group.js (Line 1010)

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
Source code: core/Group.js (Line 1045)

setBounds(x, y, width, height)

Updates the size of this world and sets World.x/y to the given values The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.

Parameters
Name Type Description
x number

Top left most corner of the world.

y number

Top left most corner of the world.

width number

New width of the game world in pixels.

height number

New height of the game world in pixels.

Source code: core/World.js (Line 98)

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
Source code: pixi/display/DisplayObjectContainer.js (Line 176)

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
Source code: core/Group.js (Line 872)

setStageReference(stage)

Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.

Parameters
Name Type Description
stage Stage

the stage that the container will have as its current stage reference

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 391)

shutdown()

Destroyer of worlds.

Source code: core/World.js (Line 162)

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
Source code: core/Group.js (Line 1595)

<internal> stateChange()

Called whenever the State changes or resets.

It resets the world.x and world.y coordinates back to zero, then resets the Camera.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/World.js (Line 80)

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
Source code: core/Group.js (Line 1136)

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
Source code: core/Group.js (Line 651)

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
Source code: pixi/display/DisplayObjectContainer.js (Line 134)

toGlobal(position) → {Point}

Calculates the global position of the display object

Parameters
Name Type Description
position Point

The world origin to calculate from

Returns
Point -

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 576)

toLocal(position, from) → {Point}

Calculates the local position of the display object relative to another point

Parameters
Name Type Argument Description
position Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns
Point -

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 590)

<internal> update()

The core update - as called by World.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1377)

updateCache()

Generates and updates the cached sprite for this object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 566)

<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
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 547)

wrap(sprite, padding, useBounds, horizontal, vertical)

This will take the given game object and check if its x/y coordinates fall outside of the world bounds. If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect. If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function.

Parameters
Name Type Argument Default Description
sprite Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Text

The object you wish to wrap around the world bounds.

padding number <optional>
0

Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.

useBounds boolean <optional>
false

If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.

horizontal boolean <optional>
true

If horizontal is false, wrap will not wrap the object.x coordinates horizontally.

vertical boolean <optional>
true

If vertical is false, wrap will not wrap the object.y coordinates vertically.

Source code: core/World.js (Line 174)

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
Source code: core/Group.js (Line 753)