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 |
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game |
Phaser.Game | Reference to the current game instance. |
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Extends
Members
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alive
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- Default Value:
- true
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Properties:
Name Type Description 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.
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alpha
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Properties:
Name Type Description alpha
number The alpha value of the Group container.
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angle
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The angle of rotation of the Group container. 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.
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Properties:
Name Type Description angle
number The angle of rotation given in degrees, where 0 degrees = to the right.
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bounds
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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.
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Properties:
Name Type Description bounds
Phaser.Rectangle Bound of this world that objects can not escape from.
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camera
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Properties:
Name Type Description camera
Phaser.Camera Camera instance.
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<readonly> centerX
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Properties:
Name Type Description centerX
number Gets the X position corresponding to the center point of the world.
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<readonly> centerY
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Properties:
Name Type Description centerY
number Gets the Y position corresponding to the center point of the world.
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currentRenderOrderID
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Properties:
Name Type Description currentRenderOrderID
number Reset each frame, keeps a count of the total number of objects updated.
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cursor
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The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions. The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
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Properties:
Name Type Description cursor
any The current display object that the Group cursor is pointing to.
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exists
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- Default Value:
- true
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Properties:
Name Type Description exists
boolean If exists is true the Group is updated, otherwise it is skipped.
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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height
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Properties:
Name Type Description height
number Gets or sets the current height of the game world.
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<readonly> length
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Properties:
Name Type Description length
number The total number of children in this Group, regardless of their exists/alive status.
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name
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Properties:
Name Type Description name
string A name for this Group. Not used internally but useful for debugging.
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<readonly> randomX
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Properties:
Name Type Description randomX
number Gets a random integer which is lesser than or equal to the current width of the game world.
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<readonly> randomY
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Properties:
Name Type Description randomY
number Gets a random integer which is lesser than or equal to the current height of the game world.
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rotation
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The angle of rotation of the Group container. 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.
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Properties:
Name Type Description rotation
number The angle of rotation given in radians.
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scale
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Properties:
Name Type Description scale
Phaser.Point The scale of the Group container.
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<readonly> total
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Properties:
Name Type Description total
number The total number of children in this Group who have a state of exists = true.
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<protected> type
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Properties:
Name Type Description type
number Internal Phaser Type value.
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visible
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Properties:
Name Type Description visible
boolean The visible state of the Group. Non-visible Groups and all of their children are not rendered.
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width
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Properties:
Name Type Description width
number Gets or sets the current width of the game world.
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x
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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.
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Properties:
Name Type Description x
number The x coordinate of the Group container.
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y
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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.
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Properties:
Name Type Description y
number The y coordinate of the Group container.
Methods
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add(child) → {*}
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Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control that then see the addAt method.
Parameters:
Name Type Description child
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
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Returns:
The child that was added to the Group.
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- *
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addAll(property, amount, checkAlive, checkVisible)
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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.
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.
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addAt(child, index) → {*}
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Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. 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 Description child
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
index
number The index within the Group to insert the child to.
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Returns:
The child that was added to the Group.
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- *
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<protected> boot()
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Initialises the game world.
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bringToTop(child) → {*}
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Brings the given child to the top of this Group so it renders above all other children.
Parameters:
Name Type Description child
* The child to bring to the top of this Group.
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Returns:
The child that was moved.
- Type
- *
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callAll(method, context, parameter)
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Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that) 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 A string containing the name of the function that will be called. The function must exist on the child.
context
string <optional>
null A string containing the context under which the method will be executed. Set to null to default to the child.
parameter
* <repeatable>
Additional parameters that will be passed to the method.
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callAllExists(callback, existsValue, parameter)
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Calls a function on all of the children that have exists=true in this Group. 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
function The function that exists on the children that will be called.
existsValue
boolean Only children with exists=existsValue will be called.
parameter
* <repeatable>
Additional parameters that will be passed to the callback.
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<protected> callbackFromArray(child, callback, length)
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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
number The size of the array (pre-calculated in callAll).
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countDead() → {number}
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Call this function to find out how many members of the group are dead.
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Returns:
The number of children flagged as dead.
- Type
- number
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countLiving() → {number}
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Call this function to find out how many members of the group are alive.
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Returns:
The number of children flagged as alive.
- Type
- number
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create(x, y, key, frame, exists) → {Phaser.Sprite}
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Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. Useful if you don't need to create the Sprite instances before-hand.
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 The Game.cache key of the image that this Sprite will use.
frame
number | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
exists
boolean <optional>
true The default exists state of the Sprite.
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Returns:
The child that was created.
- Type
- Phaser.Sprite
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createMultiple(quantity, key, frame, exists)
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Automatically 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)
Parameters:
Name Type Argument Default Description quantity
number The number of Sprites to create.
key
string The Game.cache key of the image that this Sprite will use.
frame
number | 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.
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destroy()
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Destroyer of worlds.
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divideAll(property, amount, checkAlive, checkVisible)
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Divides the given property by the amount on all children in this Group. Group.divideAll('x', 2) will half the child.x value.
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.
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forEach(callback, callbackContext, checkExists)
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Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run. After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEach(awardBonusGold, this, true, 100, 500) Note: Currently this will skip any children which are Groups themselves.
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
checkExists
boolean If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
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forEachAlive(callback, callbackContext)
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Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachAlive(causeDamage, this, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
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forEachAlive(callback, callbackContext)
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Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachAlive(causeDamage, this, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
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forEachDead(callback, callbackContext)
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Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachDead(bringToLife, this)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
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getAt(index) → {*}
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Returns the child found at the given index within this Group.
Parameters:
Name Type Description index
number The index to return the child from.
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Returns:
The child that was found at the given index.
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- *
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getFirstAlive() → {Any}
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Call this function to retrieve the first object with alive === true in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
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Returns:
The first alive child, or null if none found.
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- Any
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getFirstDead() → {Any}
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Call this function to retrieve the first object with alive === false in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
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Returns:
The first dead child, or null if none found.
- Type
- Any
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getFirstExists(state) → {Any}
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Call this function to retrieve the first object with exists == (the given state) in the Group.
Parameters:
Name Type Description state
boolean True or false.
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Returns:
The first child, or null if none found.
- Type
- Any
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getIndex(child) → {number}
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Get the index position of the given child in this Group.
Parameters:
Name Type Description child
* The child to get the index for.
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Returns:
The index of the child or -1 if it's not a member of this Group.
- Type
- number
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getRandom(startIndex, length) → {Any}
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Returns a member at random from the group.
Parameters:
Name Type Description startIndex
number Optional offset off the front of the array. Default value is 0, or the beginning of the array.
length
number Optional restriction on the number of values you want to randomly select from.
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Returns:
A random child of this Group.
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- Any
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iterate(key, value, returnType, callback, callbackContext) → {any}
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Iterates over the children of the Group. When a child has a property matching key that equals the given value, it is considered as a match. Matched children can be sent to the optional callback, or simply returned or counted. You can add as many callback parameters as you like, which will all be passed to the callback along with the child, after the callbackContext parameter.
Parameters:
Name Type Argument Default Description key
string The child property to check, i.e. 'exists', 'alive', 'health'
value
any If child.key === this value it will be considered a match. Note that a strict comparison is used.
returnType
number How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD.
callback
function <optional>
null Optional function that will be called on each matching child. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object <optional>
The context in which the function should be called (usually 'this').
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Returns:
Returns either a numeric total (if RETURN_TOTAL was specified) or the child object.
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- any
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multiplyAll(property, amount, checkAlive, checkVisible)
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Multiplies the given property by the amount on all children in this Group. Group.multiplyAll('x', 2) will x2 the child.x value.
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.
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next()
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Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object.
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postUpdate()
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This is called automatically before the renderer runs and after the plugins have updated. In postUpdate this is where all the final physics calculatations and object positioning happens. The objects are processed in the order of the display list. The only exception to this is if the camera is following an object, in which case that is updated first.
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preUpdate()
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This is called automatically after the plugins preUpdate and before the State.update. Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
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previous()
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Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object.
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remove(child) → {boolean}
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Removes the given child from this Group and sets its group property to null.
Parameters:
Name Type Description child
Any The child to remove.
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Returns:
true if the child was removed from this Group, otherwise false.
- Type
- boolean
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removeAll()
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Removes all children from this Group, setting all group properties to null. The Group container remains on the display list.
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removeBetween(startIndex, endIndex)
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Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
Parameters:
Name Type Description startIndex
number The index to start removing children from.
endIndex
number The index to stop removing children from. Must be higher than startIndex and less than the length of the Group.
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replace(oldChild, newChild)
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Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
Parameters:
Name Type Description oldChild
* The child in this Group that will be replaced.
newChild
* The child to be inserted into this group.
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set(child, key, value, checkAlive, checkVisible, operation)
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This function allows you to 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
* 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
number <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.
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setAll(key, value, checkAlive, checkVisible, operation)
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This function allows you to quickly set the same property across all children 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 key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
* The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated.
operation
number <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.
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setBounds(x, y, width, height)
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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 x
number Top left most corner of the world.
y
number Top left most corner of the world.
width
number New width of the world. Can never be smaller than the Game.width.
height
number New height of the world. Can never be smaller than the Game.height.
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setProperty(child, key, value, operation)
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Sets the given property to the given value on the child. The operation controls the assignment of the value.
Parameters:
Name Type Argument Default Description child
* The child to set the property value on.
key
array An array of strings that make up the property that will be set.
value
* The value that will be set.
operation
number <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.
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sort(index, order)
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Call this function to sort the group according to a particular 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()
.Parameters:
Name Type Argument Default Description index
string <optional>
'y' The
string
name of the property you want to sort on.order
number <optional>
Phaser.Group.SORT_ASCENDING The
Group
constant that defines the sort order. Possible values are Phaser.Group.SORT_ASCENDING and Phaser.Group.SORT_DESCENDING.- Inherited From:
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subAll(property, amount, checkAlive, checkVisible)
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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.
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.
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swap(child1, child2)
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Swaps the position of two children in this Group. Both children must be in this Group. You cannot swap a child with itself, or swap un-parented children, doing so will return false.
Parameters:
Name Type Description child1
* The first child to swap.
child2
* The second child to swap.
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update()
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This is called automatically after the State.update, but before particles or plugins update. Most objects won't have an update method set unless explicitly given one.
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