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
-
- Source code: core/World.js (Line 51)
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.
-
_width
-
- Source code: core/World.js (Line 46)
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.
-
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 3003)
-
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 2682)
-
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
- Source code: core/Group.js (Line 2845)
-
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)
-
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 alsofixedToCamera
then the offset here is in addition to that and should typically be disabled.- Inherited From
- Source code: core/Group.js (Line 272)
-
[readonly] centerX : number
-
Gets the X position corresponding to the center point of the world.
- Source code: core/World.js (Line 293)
-
[readonly] centerY : number
-
Gets the Y position corresponding to the center point of the world.
- Source code: core/World.js (Line 306)
-
[readonly] children : Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type
- Array.<DisplayObject>
- 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 255)
-
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
- Source code: core/Group.js (Line 208)
-
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 217)
-
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)
-
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 265)
-
<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 285)
-
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 268)
-
ignoreChildInput : boolean
-
If
ignoreChildInput
isfalse
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
- Source code: pixi/display/DisplayObjectContainer.js (Line 26)
-
ignoreDestroy : boolean
-
A group with
ignoreDestroy
set totrue
ignores all calls to itsdestroy
method.- Inherited From
- Source code: core/Group.js (Line 107)
-
inputEnableChildren : boolean
-
A Group with
inputEnableChildren
set totrue
will automatically callinputEnabled = 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
- Source code: core/Group.js (Line 149)
-
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
- Source code: core/Group.js (Line 2761)
-
[readonly] length : integer
-
Total number of children in this group, regardless of exists/alive status.
- Inherited From
- Source code: core/Group.js (Line 2665)
-
name : string
-
A name for this group. Not used internally but useful for debugging.
- Inherited From
- Source code: 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
- Source code: core/Group.js (Line 161)
-
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
- Source code: core/Group.js (Line 198)
-
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
- Source code: core/Group.js (Line 186)
-
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 valueisOver
that tells you if the Pointer
is still over the Sprite or not.- Inherited From
- Source code: core/Group.js (Line 174)
-
onDestroy : Phaser.Signal
-
This signal is dispatched when the group is destroyed.
- Inherited From
- Source code: core/Group.js (Line 249)
-
pendingDestroy : boolean
-
A Group is that has
pendingDestroy
set totrue
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 225)
-
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_TOPIf 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 243)
-
[readonly] physicsType : number
-
The const physics body type of this object.
- Inherited From
- Source code: core/Group.js (Line 86)
-
[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 319)
-
[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 341)
-
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
- Source code: core/Group.js (Line 2789)
-
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 2987)
-
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
- Source code: core/Group.js (Line 2817)
-
[readonly] total : integer
-
Total number of existing children in the group.
- Inherited From
- Source code: core/Group.js (Line 2648)
-
<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 2996)
-
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 243)
-
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 2969)
-
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 2978)
-
[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, 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
The child that was added to the group.
- Inherited From
- Source code: core/Group.js (Line 341)
-
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 1386)
-
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
The child that was added to the group.
- Inherited From
- Source code: core/Group.js (Line 418)
-
addChild(child) → {DisplayObject}
-
Adds a child to the container.
Parameters
Name Type Description child
DisplayObject The DisplayObject to add to the container
Returns
The child that was added.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 42)
-
addChildAt(child, index) → {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
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 55)
-
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
- Source code: core/Group.js (Line 489)
-
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 439)
-
align(width, height, cellWidth, cellHeight, position, offset) → {boolean}
-
This method iterates through all children in the Group (regardless if they are visible or exist)
and then changes their position so they are arranged in a Grid formation. Children must have
thealignTo
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
andheight
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
orheight
value to -1. Doing so tells the method
to keep on aligning children until there are no children left. For example if this Group had
48 children in it, the following:Group.align(-1, 8, 32, 32)
... will align the children so that there are 8 children vertically (the second argument),
and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)You can also do:
Group.align(10, -1, 32, 32)
In this case it will create a grid 10 wide, and as tall as it needs to be in order to fit
all of the children in.The
position
property allows you to control where in each grid cell the child is positioned.
This is a constant and can be one ofPhaser.TOP_LEFT
(default),Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_CENTER
,Phaser.CENTER
,Phaser.RIGHT_CENTER
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
orPhaser.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
orPhaser.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
- Source code: core/Group.js (Line 682)
-
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 asWorld.bounds
orCamera.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
andPhaser.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
andoffsetY
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
orCamera.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
orPhaser.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
This Group.
- Inherited From
- Source code: core/Group.js (Line 2873)
-
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 asWorld.bounds
orCamera.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
andPhaser.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
andoffsetY
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
orCamera.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
orPhaser.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
This Group.
- Inherited From
- Source code: core/Group.js (Line 2915)
-
<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 1919)
-
<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 907)
-
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 1538)
-
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 1454)
-
<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 1488)
-
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 1353)
-
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 1217)
-
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
DisplayObject -
Returns
Boolean -- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 449)
-
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 2338)
-
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 2326)
-
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
The child that was created: will be a Phaser.Sprite unless #classType has been changed.
- Inherited From
- Source code: core/Group.js (Line 544)
-
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 / orframe
arguments. When you do this
it will createquantity
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 theframe
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 tofalse
, and they will be
positioned at 0x0, relative to theGroup.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
- Source code: core/Group.js (Line 581)
-
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 ifa > b
, 1 ifa < b
or 0 ifa === 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 1895)
-
<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 1951)
-
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 2611)
-
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 1437)
-
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 1677)
-
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 1717)
-
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 1799)
-
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 1827)
-
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 1771)
-
getAll(property, value, startIndex, endIndex) → {any}
-
Returns all children in this Group.
You can optionally specify a matching criteria using the
property
andvalue
arguments.For example:
getAll('exists', true)
would return only children that have their exists property set.Optionally you can specify a start and end index. For example if this Group had 100 children,
and you setstartIndex
to 0 andendIndex
to 50, it would return a random child from only
the first 50 children in the Group.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
any -A random existing child of this Group.
- Inherited From
- Source code: core/Group.js (Line 2392)
-
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 524)
-
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 2221)
-
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 | PIXIMatrix <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
- Source code: 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
- Source code: core/Group.js (Line 1042)
-
getChildAt(index) → {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 153)
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters
Name Type Description child
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 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
andy
properties compared to the childsx
andy
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 tocallback
as the first argument,
with the distance as the second. The callback should returntrue
if it passes your
filtering criteria, otherwise it should returnfalse
.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
- Source code: core/Group.js (Line 2238)
-
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
isfalse
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled byGroup.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 andcreateIfNull
was false.- Inherited From
- Source code: core/Group.js (Line 2105)
-
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
isfalse
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled byGroup.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 andcreateIfNull
was false.- Inherited From
- Source code: core/Group.js (Line 2135)
-
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
isfalse
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled byGroup.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 andcreateIfNull
was false.- Inherited From
- Source code: core/Group.js (Line 2071)
-
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
andy
properties compared to the childsx
andy
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 tocallback
as the first argument,
with the distance as the second. The callback should returntrue
if it passes your
filtering criteria, otherwise it should returnfalse
.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
- Source code: core/Group.js (Line 2282)
-
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 1029)
-
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
- Source code: 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
- Source code: core/Group.js (Line 2350)
-
getRandomExists(startIndex, endIndex) → {any}
-
Returns a random child from the Group that has
exists
set totrue
.Optionally you can specify a start and end index. For example if this Group had 100 children,
and you setstartIndex
to 0 andendIndex
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
- Source code: core/Group.js (Line 2372)
-
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 2204)
-
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
- Source code: core/Group.js (Line 1104)
-
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 tovalue
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 1976)
- RETURN_TOTAL:
-
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 2479)
-
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 969)
-
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 945)
-
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 1420)
-
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 833)
-
<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 1656)
-
<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 1611)
-
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 862)
-
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 2431)
-
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
- Source code: core/Group.js (Line 2508)
-
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 2556)
-
removeChild(child) → {DisplayObject}
-
Removes a child from the container.
Parameters
Name Type Description child
DisplayObject The DisplayObject to remove
Returns
The child that was removed.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 171)
-
removeChildAt(index) → {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 191)
-
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 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
- Source code: core/Group.js (Line 464)
-
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
- Source code: core/Group.js (Line 1065)
-
resetChild(child, x, y, key, frame) → {DisplayObject}
-
Takes a child and if the
x
andy
arguments are given it callschild.reset(x, y)
on it.If the
key
and optionally theframe
arguments are given, it callschild.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 2165)
-
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 806)
-
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 125)
-
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 1015)
-
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 926)
-
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 1246)
-
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 seeGroup.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 1277)
-
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 withsetAll
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 1312)
-
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 94)
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters
Name Type Description child
DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From
- Source code: 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
- Source code: core/Group.js (Line 1139)
- 0: set the existing value to the given value; if force is
-
shutdown()
-
Destroyer of worlds.
- Source code: core/World.js (Line 158)
-
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 yourState.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 1855)
-
<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 76)
-
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 1403)
-
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 891)
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters
Name Type Description child
DisplayObject -
child2
DisplayObject -
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 85)
-
<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 1639)
-
<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 663)
-
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.Please understand there are limitations to this method. For example if you have scaled the World
then objects won't always be re-positioned correctly, and you'll need to employ your own wrapping 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 170)
-
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 993)