new Emitter(game, x, y, maxParticles)
Emitter is a lightweight particle emitter that uses Arcade Physics. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | The x coordinate within the Emitter that the particles are emitted from. |
y |
number |
<optional> |
0 | The y coordinate within the Emitter that the particles are emitted from. |
maxParticles |
number |
<optional> |
50 | The total number of particles in this emitter. |
- Source - particles/arcade/Emitter.js, line 20
Extends
Members
-
alive :boolean
-
The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.
- Inherited From:
- Default Value:
- true
- Source - core/Group.js, line 93
-
alpha :number
-
The alpha value of the group container.
- Inherited From:
- Source - core/Group.js, line 2945
-
alphaData :array
-
An array of the calculated alpha easing data applied to particles with alphaRates > 0.
- Source - particles/arcade/Emitter.js, line 109
-
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 - core/Group.js, line 2594
-
angularDrag :number
-
The angular drag component of particles launched from the emitter if they are rotating.
- Source - particles/arcade/Emitter.js, line 132
-
area :Phaser.Rectangle
-
The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.
- Source - particles/arcade/Emitter.js, line 51
-
autoAlpha :boolean
-
When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.
- Source - particles/arcade/Emitter.js, line 193
-
autoScale :boolean
-
When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.
- Source - particles/arcade/Emitter.js, line 188
-
blendMode :number
-
The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)
- Source - particles/arcade/Emitter.js, line 167
-
<readonly> bottom :number
-
Gets the bottom position of the Emitter.
- Source - particles/arcade/Emitter.js, line 990
-
bounce :Phaser.Point
-
How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
- Source - particles/arcade/Emitter.js, line 149
-
cameraOffset :Phaser.Point
-
If this object is fixedToCamera then this stores the x/y position offset relative to the top-left of the camera view. If the parent of this Group is also
fixedToCamera
then the offset here is in addition to that and should typically be disabled.- Inherited From:
- Source - core/Group.js, line 272
-
centerX :number
-
The center x coordinate of this Group.
It is derived by calling
getBounds
, calculating the Groups dimensions based on its visible children.Note that no ancestors are factored into the result, meaning that if this Group is nested within another Group, with heavy transforms on it, the result of this property is likely to be incorrect. It is safe to get and set this property if the Group is a top-level descendant of Phaser.World, or untransformed parents.
- Inherited From:
- Source - core/Group.js, line 2617
-
centerY :number
-
The center y coordinate of this Group.
It is derived by calling
getBounds
, calculating the Groups dimensions based on its visible children.Note that no ancestors are factored into the result, meaning that if this Group is nested within another Group, with heavy transforms on it, the result of this property is likely to be incorrect. It is safe to get and set this property if the Group is a top-level descendant of Phaser.World, or untransformed parents.
- Inherited From:
- Source - core/Group.js, line 2650
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - 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 - 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 - core/Group.js, line 138
-
<readonly> cursorIndex :integer
-
The current index of the Group cursor. Advance it with Group.next.
- Inherited From:
- Source - core/Group.js, line 255
-
emitX :number
-
The point the particles are emitted from. Emitter.x and Emitter.y control the containers location, which updates all current particles Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
- Source - particles/arcade/Emitter.js, line 175
-
emitY :number
-
The point the particles are emitted from. Emitter.x and Emitter.y control the containers location, which updates all current particles Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
- Source - particles/arcade/Emitter.js, line 183
-
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 - 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 - 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 - 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 - core/Group.js, line 265
-
frequency :number
-
How often a particle is emitted in ms (if emitter is started with Explode === false).
- Default Value:
- 100
- Source - particles/arcade/Emitter.js, line 138
-
<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 - core/Group.js, line 38
-
gravity :number
-
Sets the
body.gravity.y
of each particle sprite to this value on launch.- Default Value:
- 100
- Source - particles/arcade/Emitter.js, line 115
-
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 - core/Group.js, line 285
-
height :number
-
Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.
- Source - particles/arcade/Emitter.js, line 903
-
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 - pixi/display/DisplayObjectContainer.js, line 26
-
ignoreDestroy :boolean
-
A group with
ignoreDestroy
set totrue
ignores all calls to itsdestroy
method.- Inherited From:
- Source - 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 - core/Group.js, line 149
-
<readonly> left :number
-
Gets the left position of the Emitter.
- Source - particles/arcade/Emitter.js, line 951
-
<readonly> length :integer
-
Total number of children in this group, regardless of exists/alive status.
- Inherited From:
- Source - core/Group.js, line 2577
-
lifespan :number
-
How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
- Default Value:
- 2000
- Source - particles/arcade/Emitter.js, line 144
-
maxParticleAlpha :number
-
The maximum possible alpha value of a particle.
- Default Value:
- 1
- Source - particles/arcade/Emitter.js, line 104
-
maxParticles :number
-
The total number of particles in this emitter.
- Source - particles/arcade/Emitter.js, line 26
-
maxParticleScale :number
-
The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX.
- Default Value:
- 1
- Source - particles/arcade/Emitter.js, line 75
-
maxParticleSpeed :Phaser.Point
-
The maximum possible velocity of a particle.
- Source - particles/arcade/Emitter.js, line 63
-
maxRotation :number
-
The maximum possible angular velocity of a particle.
- Default Value:
- 360
- Source - particles/arcade/Emitter.js, line 92
-
minParticleAlpha :number
-
The minimum possible alpha value of a particle.
- Default Value:
- 1
- Source - particles/arcade/Emitter.js, line 98
-
minParticleScale :number
-
The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX.
- Default Value:
- 1
- Source - particles/arcade/Emitter.js, line 69
-
minParticleSpeed :Phaser.Point
-
The minimum possible velocity of a particle.
- Source - particles/arcade/Emitter.js, line 57
-
minRotation :number
-
The minimum possible angular velocity of a particle.
- Source - particles/arcade/Emitter.js, line 86
-
name :string
-
A handy string name for this emitter. Can be set to anything.
- Source - particles/arcade/Emitter.js, line 33
-
on :boolean
-
Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
- Source - particles/arcade/Emitter.js, line 155
-
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 - 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 - 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 - 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 value
isOver
that tells you if the Pointer is still over the Sprite or not.- Inherited From:
- Source - core/Group.js, line 174
-
onDestroy :Phaser.Signal
-
This signal is dispatched when the group is destroyed.
- Inherited From:
- Source - core/Group.js, line 249
-
particleAnchor :Phaser.Point
-
When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation)
- Source - particles/arcade/Emitter.js, line 161
-
particleBringToTop :boolean
-
If this is
true
then when the Particle is emitted it will be bought to the top of the Emitters display list.- Source - particles/arcade/Emitter.js, line 199
-
particleClass :any
-
For emitting your own particle class types. They must extend Phaser.Particle.
- Source - particles/arcade/Emitter.js, line 121
-
particleDrag :Phaser.Point
-
The X and Y drag component of particles launched from the emitter.
- Source - particles/arcade/Emitter.js, line 126
-
particleSendToBack :boolean
-
If this is
true
then when the Particle is emitted it will be sent to the back of the Emitters display list.- Source - particles/arcade/Emitter.js, line 205
-
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 - 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 - 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_TOP
If set to
null
the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior.- Inherited From:
- Source - core/Group.js, line 243
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - particles/arcade/Emitter.js, line 45
-
<readonly> right :number
-
Gets the right position of the Emitter.
- Source - particles/arcade/Emitter.js, line 964
-
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 - core/Group.js, line 2929
-
scaleData :array
-
An array of the calculated scale easing data applied to particles with scaleRates > 0.
- Source - particles/arcade/Emitter.js, line 80
-
<readonly> top :number
-
Gets the top position of the Emitter.
- Source - particles/arcade/Emitter.js, line 977
-
<readonly> total :integer
-
Total number of existing children in the group.
- Inherited From:
- Source - core/Group.js, line 2560
-
<internal> type :number
-
Internal Phaser Type value.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - particles/arcade/Emitter.js, line 39
-
visible :boolean
-
The visible state of the group. Non-visible Groups and all of their children are not rendered.
- Inherited From:
- Source - core/Group.js, line 2938
-
width :number
-
Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
- Source - particles/arcade/Emitter.js, line 887
-
x :number
-
Gets or sets the x position of the Emitter.
- Source - particles/arcade/Emitter.js, line 919
-
y :number
-
Gets or sets the y position of the Emitter.
- Source - particles/arcade/Emitter.js, line 935
-
<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 - core/Group.js, line 57
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 - core/Group.js, line 334
-
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 - core/Group.js, line 1376
-
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 - core/Group.js, line 411
-
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 - pixi/display/DisplayObjectContainer.js, line 102
-
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 - pixi/display/DisplayObjectContainer.js, line 114
-
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 - core/Group.js, line 482
-
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 - core/Group.js, line 432
-
align(rows, columns, cellWidth, cellHeight, position, offset)
-
This method iterates through all children in the Group (regardless if they are visible or exist) and then changes their position so they are arranged in a Grid formation. Children must have the
alignTo
method in order to be positioned by this call. All default Phaser Game Objects have this.The grid dimensions are determined by the first four arguments. The
rows
andcolumns
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
rows
orcolumns
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 columns 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 rows
integer The number of rows, or width, of the grid. Set to -1 for a dynamic width.
columns
integer The number of columns, or height, of the grid. Set to -1 for a dynamic height.
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.
- Inherited From:
- Source - core/Group.js, line 675
-
alignIn(container, position, offsetX, offsetY) → {Phaser.Group}
-
Aligns this Group within another Game Object, or Rectangle, known as the 'container', to one of 9 possible positions.
The container must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.bounds
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 - core/Group.js, line 2815
-
alignTo(parent, position, offsetX, offsetY) → {Phaser.Group}
-
Aligns this Group to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.
The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.bounds
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 - core/Group.js, line 2857
-
<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 - core/Group.js, line 1912
-
at(object) → {Phaser.Particles.Arcade.Emitter}
-
Change the emitters center to match the center of any object with a
center
property, such as a Sprite. If the object doesn't have a center property it will be set to object.x + object.width / 2Parameters:
Name Type Description object
object | Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Text | PIXI.DisplayObject The object that you wish to match the center with.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 862
-
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 - core/Group.js, line 897
-
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 - core/Group.js, line 1531
-
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 - core/Group.js, line 1444
-
<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 - core/Group.js, line 1478
-
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 - core/Group.js, line 1343
-
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 - core/Group.js, line 1207
-
countDead() → {integer}
-
Get the number of dead children in this group.
Returns:
integer -The number of children flagged as dead.
- Inherited From:
- Source - core/Group.js, line 2309
-
countLiving() → {integer}
-
Get the number of living children in this group.
Returns:
integer -The number of children flagged as alive.
- Inherited From:
- Source - core/Group.js, line 2297
-
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 - core/Group.js, line 537
-
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 the
frame
as an array:createMultiple(5, 'bricks', [0, 1, 2, 3])
In the above there is one key (bricks), which is a sprite sheet. The frames array tells this method to use frames 0, 1, 2 and 3. So in total it will create 20 sprites, because the quantity was set to 5, so that is 5 brick sprites of frame 0, 5 brick sprites with frame 1, and so on.
If you set both the key and frame arguments to be arrays then understand it will create a total quantity of sprites equal to the size of both arrays times each other. I.e.:
createMultiple(20, ['diamonds', 'balls'], [0, 1, 2])
The above will create 20 'diamonds' of frame 0, 20 with frame 1 and 20 with frame 2. It will then create 20 'balls' of frame 0, 20 with frame 1 and 20 with frame 2. In total it will have created 120 sprites.
By default the Sprites will have their
exists
property set 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 - core/Group.js, line 574
-
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 - core/Group.js, line 1888
-
<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 - core/Group.js, line 1944
-
destroy()
-
Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
- Source - particles/arcade/Emitter.js, line 681
-
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 - core/Group.js, line 1427
-
emitParticle(x, y, key, frame) → {boolean}
-
This function is used internally to emit the next particle in the queue.
However it can also be called externally to emit a particle.
When called externally you can use the arguments to override any defaults the Emitter has set.
Parameters:
Name Type Argument Description x
number <optional>
The x coordinate to emit the particle from. If
null
orundefined
it will useEmitter.emitX
or if the Emitter has a width > 1 a random value betweenEmitter.left
andEmitter.right
.y
number <optional>
The y coordinate to emit the particle from. If
null
orundefined
it will useEmitter.emitY
or if the Emitter has a height > 1 a random value betweenEmitter.top
andEmitter.bottom
.key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
This is the image or texture used by the Particle 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 Particle 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:
boolean -True if a particle was emitted, otherwise false.
- Source - particles/arcade/Emitter.js, line 553
-
explode(lifespan, quantity) → {Phaser.Particles.Arcade.Emitter}
-
Call this function to emit the given quantity of particles at all once (an explosion)
Parameters:
Name Type Argument Default Description lifespan
number <optional>
0 How long each particle lives once emitted in ms. 0 = forever.
quantity
number <optional>
0 How many particles to launch.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 438
-
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 - core/Group.js, line 1670
-
flow(lifespan, frequency, quantity, total, immediate) → {Phaser.Particles.Arcade.Emitter}
-
Call this function to start emitting a flow of particles at the given frequency. It will carry on going until the total given is reached. Each time the flow is run the quantity number of particles will be emitted together. If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total) If you set the total to be -1 then no quantity cap is used and it will keep emitting.
Parameters:
Name Type Argument Default Description lifespan
number <optional>
0 How long each particle lives once emitted in ms. 0 = forever.
frequency
number <optional>
250 Frequency is how often to emit the particles, given in ms.
quantity
number <optional>
1 How many particles to launch each time the frequency is met. Can never be > Emitter.maxParticles.
total
number <optional>
-1 How many particles to launch in total. If -1 it will carry on indefinitely.
immediate
boolean <optional>
true Should the flow start immediately (true) or wait until the first frequency event? (false)
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 456
-
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 - core/Group.js, line 1710
-
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 - core/Group.js, line 1792
-
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 - core/Group.js, line 1820
-
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 - core/Group.js, line 1764
-
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 - core/Group.js, line 517
-
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 - core/Group.js, line 2192
-
getBounds() → {Rectangle}
-
Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 318
-
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 - core/Group.js, line 1032
-
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 - pixi/display/DisplayObjectContainer.js, line 205
-
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 - pixi/display/DisplayObjectContainer.js, line 170
-
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 - core/Group.js, line 2209
-
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 - core/Group.js, line 2076
-
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 - core/Group.js, line 2106
-
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 - core/Group.js, line 2042
-
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 - core/Group.js, line 2253
-
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 - core/Group.js, line 1019
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 383
-
getRandom(startIndex, length) → {any}
-
Returns a random child from the group.
Parameters:
Name Type Argument Default Description startIndex
integer <optional>
0 Offset from the front of the front of the group (lowest child).
length
integer <optional>
(to top) Restriction on the number of values you want to randomly select from.
Returns:
any -A random child of this Group.
- Inherited From:
- Source - core/Group.js, line 2321
-
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 - core/Group.js, line 2175
-
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 - core/Group.js, line 1094
-
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 - core/Group.js, line 1969
-
kill() → {Phaser.Particles.Arcade.Emitter}
-
Call this function to turn off all the particles and the emitter.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 407
-
makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter}
-
This function generates a new set of particles for use by this emitter. The particles are stored internally waiting to be emitted via Emitter.start.
Parameters:
Name Type Argument Default Description keys
array | string A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
frames
array | number <optional>
0 A frame number, or array of frames that the sprite will use. If an array one is picked at random.
quantity
number <optional>
The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity.
collide
boolean <optional>
false If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.
collideWorldBounds
boolean <optional>
false A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 335
-
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 - core/Group.js, line 2391
-
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 - core/Group.js, line 959
-
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 - core/Group.js, line 935
-
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 - core/Group.js, line 1410
-
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 - core/Group.js, line 823
-
<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 - core/Group.js, line 1649
-
<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 - core/Group.js, line 1604
-
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 - core/Group.js, line 852
-
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 - core/Group.js, line 2343
-
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 - core/Group.js, line 2420
-
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 - core/Group.js, line 2468
-
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 - pixi/display/DisplayObjectContainer.js, line 222
-
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 - pixi/display/DisplayObjectContainer.js, line 237
-
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 - pixi/display/DisplayObjectContainer.js, line 255
-
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 - core/Group.js, line 457
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 428
-
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 - core/Group.js, line 1055
-
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 - core/Group.js, line 2136
-
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 - core/Group.js, line 796
-
reverse()
-
Reverses all children in this group.
This operation applies only to immediate children and does not propagate to subgroups.
- Inherited From:
- Source - core/Group.js, line 1005
-
revive() → {Phaser.Particles.Arcade.Emitter}
-
Handy for bringing game objects "back to life". Just sets alive and exists back to true.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 423
-
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 - core/Group.js, line 916
-
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 - core/Group.js, line 1236
-
setAll(key, value, checkAlive, checkVisible, operation, force)
-
Quickly set the same property across all children of this group to a new value.
This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children. If you need that ability please see
Group.setAllChildren
.The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated. This includes any Groups that are children.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated. This includes any Groups that are children.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.- Inherited From:
- Source - core/Group.js, line 1267
-
setAllChildren(key, value, checkAlive, checkVisible, operation, force)
-
Quickly set the same property across all children of this group, and any child Groups, to a new value.
If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom. Unlike with
setAll
the property is NOT set on child Groups itself.The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated. This includes any Groups that are children.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated. This includes any Groups that are children.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.- Inherited From:
- Source - core/Group.js, line 1302
-
setAlpha(min, max, rate, ease, yoyo) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the alpha constraints of the particles. The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max. If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit.
Parameters:
Name Type Argument Default Description min
number <optional>
1 The minimum value for this range.
max
number <optional>
1 The maximum value for this range.
rate
number <optional>
0 The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two.
ease
function <optional>
Phaser.Easing.Linear.None If you've set a rate > 0 this is the easing formula applied between the min and max values.
yoyo
boolean <optional>
false If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 769
-
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 - pixi/display/DisplayObjectContainer.js, line 187
-
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 - core/Group.js, line 1129
- 0: set the existing value to the given value; if force is
-
setRotation(min, max) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the angular velocity constraints of the particles.
Parameters:
Name Type Argument Default Description min
number <optional>
0 The minimum value for this range.
max
number <optional>
0 The maximum value for this range.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 749
-
setScale(minX, maxX, minY, maxY, rate, ease, yoyo) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the scale constraints of the particles. The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis. If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit.
Parameters:
Name Type Argument Default Description minX
number <optional>
1 The minimum value of Particle.scale.x.
maxX
number <optional>
1 The maximum value of Particle.scale.x.
minY
number <optional>
1 The minimum value of Particle.scale.y.
maxY
number <optional>
1 The maximum value of Particle.scale.y.
rate
number <optional>
0 The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two.
ease
function <optional>
Phaser.Easing.Linear.None If you've set a rate > 0 this is the easing formula applied between the min and max values.
yoyo
boolean <optional>
false If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 811
-
setSize(width, height) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the width and height of the emitter.
Parameters:
Name Type Description width
number The desired width of the emitter (particles are spawned randomly within these dimensions).
height
number The desired height of the emitter.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 694
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 412
-
setXSpeed(min, max) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the X velocity range of the emitter.
Parameters:
Name Type Argument Default Description min
number <optional>
0 The minimum value for this range.
max
number <optional>
0 The maximum value for this range.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 711
-
setYSpeed(min, max) → {Phaser.Particles.Arcade.Emitter}
-
A more compact way of setting the Y velocity range of the emitter.
Parameters:
Name Type Argument Default Description min
number <optional>
0 The minimum value for this range.
max
number <optional>
0 The maximum value for this range.
Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 730
-
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 - core/Group.js, line 1848
-
start(explode, lifespan, frequency, quantity, forceQuantity) → {Phaser.Particles.Arcade.Emitter}
-
Call this function to start emitting particles.
Parameters:
Name Type Argument Default Description explode
boolean <optional>
true Whether the particles should all burst out at once (true) or at the frequency given (false).
lifespan
number <optional>
0 How long each particle lives once emitted in ms. 0 = forever.
frequency
number <optional>
250 Ignored if Explode is set to true. Frequency is how often to emit 1 particle. Value given in ms.
quantity
number <optional>
0 How many particles to launch. 0 = "all of the particles" which will keep emitting until Emitter.maxParticles is reached.
forceQuantity
number <optional>
false If
true
and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call. This can never exceed Emitter.maxParticles.Returns:
This Emitter instance.
- Source - particles/arcade/Emitter.js, line 503
-
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 - core/Group.js, line 1393
-
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 - core/Group.js, line 881
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
DisplayObject -
child2
DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 145
-
update()
-
Called automatically by the game loop, decides when to launch particles and when to "die".
- Source - particles/arcade/Emitter.js, line 266
-
<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 - core/Group.js, line 656
-
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 - core/Group.js, line 983