Class: Group

Group

A Group is a container for display objects that allows for fast pooling, recycling and collision checks.

new Group(game, parent, name, useStage)

Phaser Group constructor.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

parent Description

Description.

name string

The unique name for this animation, used in playback commands.

useStage boolean

Description.

Source:

Members

angle

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.

Properties:
Name Type Description
angle number

The angle of rotation given in degrees, where 0 degrees = to the right.

Source:

exists

Properties:
Name Type Description
exists boolean

Description.

Default Value:
  • true
Source:

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

Source:

length

Properties:
Name Type Description
length number

The number of children in this Group.

Source:

name

Properties:
Name Type Description
name Phaser.Game

Description.

Source:

rotation

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.

Properties:
Name Type Description
rotation number

The angle of rotation given in radians.

Source:

type

Properties:
Name Type Description
type Description

Description.

Source:

visible

Properties:
Name Type Description
visible boolean

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

Source:

x

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.

Properties:
Name Type Description
x number

The x coordinate of the Group container.

Source:

y

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.

Properties:
Name Type Description
y number

The y coordinate of the Group container.

Source:

Methods

add(child) → {Description}

Description.

Parameters:
Name Type Description
child Description

Description.

Source:
Returns:

Description.

Type
Description

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.

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.

Source:

addAt(child, index) → {Description}

Description.

Parameters:
Name Type Description
child Description

Description.

index Description

Description.

Source:
Returns:

Description.

Type
Description

bringToTop(child) → {Description}

Description.

Parameters:
Name Type Description
child Description

Description.

Source:
Returns:

Description.

Type
Description

callAll(callback, parameter)

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 callback parameter you can add as many extra parameters as you like, which will all be passed to the child.

Parameters:
Name Type Argument Description
callback function

The function that exists on the children that will be called.

parameter * <repeatable>

Additional parameters that will be passed to the callback.

Source:

callAllExists(callback, existsValue, parameter)

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.

Source:

countDead() → {number}

Call this function to find out how many members of the group are dead.

Source:
Returns:

The number of children flagged as dead. Returns -1 if Group is empty.

Type
number

countLiving() → {number}

Call this function to find out how many members of the group are alive.

Source:
Returns:

The number of children flagged as alive. Returns -1 if Group is empty.

Type
number

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

Description.

Parameters:
Name Type Argument Description
x number

Description.

y number

Description.

key string

Description.

frame string <optional>

Description.

exists boolean <optional>

Description.

Source:
Returns:

Description.

Type
Description

destroy()

Description.

Source:

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.

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.

Source:

dump()

Description.

Source:

forEach(callback, callbackContext, checkExists)

Description. 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.

Parameters:
Name Type Description
callback Description

Description.

callbackContext Description

Description.

checkExists boolean

Description.

Source:

forEachAlive(callback, callbackContext)

Description.

Parameters:
Name Type Description
callback Description

Description.

callbackContext Description

Description.

Source:

forEachDead(callback, callbackContext)

Description.

Parameters:
Name Type Description
callback Description

Description.

callbackContext Description

Description.

Source:

getAt(index) → {Description}

Description.

Parameters:
Name Type Description
index Description

Description.

Source:
Returns:

Description.

Type
Description

getFirstAlive() → {Any}

Call this function to retrieve the first object with alive == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.

Source:
Returns:

The first alive child, or null if none found.

Type
Any

getFirstDead() → {Any}

Call this function to retrieve the first object with alive == false in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.

Source:
Returns:

The first dead child, or null if none found.

Type
Any

getFirstExists(state) → {Any}

Call this function to retrieve the first object with exists == (the given state) in the group.

Parameters:
Name Type Description
state Description

Description.

Source:
Returns:

The first child, or null if none found.

Type
Any

getIndex(child) → {Description}

Description.

Parameters:
Name Type Description
child Description

Description.

Source:
Returns:

Description.

Type
Description

getRandom(startIndex, length) → {Any}

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.

Source:
Returns:

A random child of this Group.

Type
Any

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.

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.

Source:

remove(child)

Description.

Parameters:
Name Type Description
child Description

Description.

Source:

removeAll()

Description.

Source:

removeBetween(startIndex, endIndex)

Description.

Parameters:
Name Type Description
startIndex Description

Description.

endIndex Description

Description.

Source:

replace(oldChild, newChild)

Description.

Parameters:
Name Type Description
oldChild Description

Description.

newChild Description

Description.

Source:

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

Description.

Parameters:
Name Type Description
key Description

Description.

value Description

Description.

checkAlive Description

Description.

checkVisible Description

Description.

operation Description

Description.

Source:

setProperty(child, key, value, operation) → {number}

Description.

Parameters:
Name Type Description
child Description

Description.

key array

An array of values that will be set.

value Description

Description.

operation Description

Description.

Source:
Returns:

An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). (TODO)

Type
number

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.

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.

Source:

swap(child1, child2) → {boolean}

Description.

Parameters:
Name Type Description
child1 Description

Description.

child2 Description

Description.

Source:
Returns:

Description.

Type
boolean
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.2.0-dev on Wed Oct 02 2013 01:12:17 GMT+0100 (BST) using the DocStrap template.