Draws a P2 Body to a Graphics instance for visual debugging.
Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.
So use sparingly and rarely (if ever) in production code.
Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If you
manipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you will
need to manually adjust its BodyDebug as well.
Name | Type | Description |
---|---|---|
game | Phaser.Game | Game reference to the currently running game. |
body | Phaser.Physics.P2.Body | The P2 Body to display debug data for. |
settings | object | Settings object. |
The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.
The alpha value of the group container.
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.
The P2 Body to display debug data for.
The bottom coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
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.
The canvas to render the debug info to.
The center x coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
The center y coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
[read-only] The array of children of this container.
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)
.
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.
The current index of the Group cursor. Advance it with Group.next.
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.
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.
If exists is true the group is updated, otherwise it is skipped.
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
A reference to the currently running Game.
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)
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
If ignoreChildInput
is false
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.
A group with ignoreDestroy
set to true
ignores all calls to its destroy
method.
A Group with inputEnableChildren
set to true
will automatically call inputEnabled = 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.
The left coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
Total number of children in this group, regardless of exists/alive status.
A name for this group. Not used internally but useful for debugging.
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.
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.
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.
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.
This signal is dispatched when the group is destroyed.
A Group is that has pendingDestroy
set to true
is flagged to have its destroy method
called on the next logic update.
You can set it directly to flag the Group to be destroyed on its next update.
This is extremely useful if you wish to destroy a Group from within one of its own callbacks
or a callback of one of its children.
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.
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.
The const physics body type of this object.
Pixels per Length Unit.
The right coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
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.
The top coordinate of this Group.
It is derived by calling getBounds
, calculating the Groups dimensions based on its
visible children.
Total number of existing children in the group.
Internal Phaser Type value.
The visible state of the group. Non-visible Groups and all of their children are not rendered.
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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.
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.
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.
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.
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 |
index | integer | <optional> | The index within the group to insert the child to. Where 0 is the bottom of the Group. |
The child that was added to the group.
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.
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. |
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.
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 |
The child that was added to the group.
Adds a child to the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to add to the container |
The child that was added.
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Name | Type | Description |
---|---|---|
child | DisplayObject | The child to add |
index | Number | The index to place the child in |
The child that was added.
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.
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 |
The array of children or Group of children that were added to this Group.
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.
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. |
True if the child was successfully added to the hash, otherwise false.
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 width
and height
arguments
relate to the width and height of the grid respectively.
For example if the Group had 100 children in it:
Group.align(10, 10, 32, 32)
This will align all of the children into a grid formation of 10x10, using 32 pixels per
grid cell. If you want a wider grid, you could do:
Group.align(25, 4, 32, 32)
This will align the children into a grid of 25x4, again using 32 pixels per grid cell.
You can choose to set either the width
or height
value to -1. Doing so tells the method
to keep on aligning children until there are no children left. For example if this Group had
48 children in it, the following:
Group.align(-1, 8, 32, 32)
... will align the children so that there are 8 children vertically (the second argument),
and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)
You can also do:
Group.align(10, -1, 32, 32)
In this case it will create a grid 10 wide, and as tall as it needs to be in order to fit
all of the children in.
The position
property allows you to control where in each grid cell the child is positioned.
This is a constant and can be one 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
or Phaser.BOTTOM_RIGHT
.
The final argument; offset
lets you start the alignment from a specific child index.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
width | integer | The width of the grid in items (not pixels). Set to -1 for a dynamic width. If -1 then you must set an explicit height value. | ||
height | integer | The height of the grid in items (not pixels). Set to -1 for a dynamic height. If -1 then you must set an explicit width value. | ||
cellWidth | integer | The width of each grid cell, in pixels. | ||
cellHeight | integer | The height of each grid cell, in pixels. | ||
position | integer | <optional> | The position constant. One of | |
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. |
True if the Group children were aligned, otherwise false.
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
or Camera.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
and Phaser.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
and offsetY
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.
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 | ||
position | integer | <optional> | The position constant. One of | |
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. |
This 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
or Camera.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
and Phaser.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
and offsetY
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.
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 | ||
position | integer | <optional> | The position constant. One of | |
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. |
This Group.
An internal helper function for the sort process.
Name | Type | Description |
---|---|---|
a | object | The first object being sorted. |
b | object | The second object being sorted. |
Brings the given child to the top of this group so it renders above all other children.
Name | Type | Description |
---|---|---|
child | any | The child to bring to the top of this group. |
The child that was moved.
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.
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. |
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.
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. |
Returns a reference to a function that exists on a child of the group based on the given callback array.
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). |
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.
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 |
Checks a property for the given value on the child.
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 |
True if the property was was equal to value, false if not.
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
Get the number of dead children in this group.
The number of children flagged as dead.
Get the number of living children in this group.
The number of children flagged as alive.
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.
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. |
The child that was created: will be a Phaser.Sprite unless #classType has been changed.
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 / or frame
arguments. When you do this
it will create quantity
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 to false
, and they will be
positioned at 0x0, relative to the Group.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.
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. |
An array containing all of the Sprites that were created.
Sort the children in the group according to custom sort function.
The sortHandler
is provided the two parameters: the two children involved in the comparison (a and b).
It should return -1 if a > b
, 1 if a < b
or 0 if a === b
.
Name | Type | Argument | Description |
---|---|---|---|
sortHandler | function | The custom sort function. | |
context | object | <optional> | The context in which the sortHandler is called. |
An internal helper function for the sort process.
Name | Type | Description |
---|---|---|
a | object | The first object being sorted. |
b | object | The second object being sorted. |
Destroys this group.
Removes all children, then removes this group from its parent and nulls references.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
destroyChildren | boolean | <optional> | true | If true |
soft | boolean | <optional> | false | A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. |
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.
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. |
Draws the P2 shapes to the Graphics object.
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.
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 an array list containing all the children that the predicate returned true for
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.
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 |
args | any | <optional> <repeatable> | (none) | Additional arguments to pass to the callback function, after the child item. |
Call a function on each alive child in this group.
See forEach for details.
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. |
Call a function on each dead child in this group.
See forEach for details.
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. |
Call a function on each existing child in this group.
See forEach for details.
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. |
Returns all children in this Group.
You can optionally specify a matching criteria using the property
and value
arguments.
For example: getAll('exists', true)
would return only children that have their exists property set.
Optionally you can specify a start and end index. For example if this Group had 100 children,
and you set startIndex
to 0 and endIndex
to 50, it would return a random child from only
the first 50 children in the Group.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
property | string | <optional> | An optional property to test against the value argument. | |
value | any | <optional> | If property is set then Child.property must strictly equal this value to be included in the results. | |
startIndex | integer | <optional> | 0 | The first child index to start the search from. |
endIndex | integer | <optional> | The last child index to search up until. |
A random existing child of this Group.
Returns the child found at the given index within this group.
Name | Type | Description |
---|---|---|
index | integer | The index to return the child from. |
The child that was found at the given index, or -1 for an invalid index.
Returns the child at the bottom of this group.
The bottom child the child being displayed (rendered) below every other child.
The child at the bottom of the Group.
Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
Name | Type | Argument | Description |
---|---|---|---|
targetCoordinateSpace | PIXIDisplayObject | PIXIMatrix | <optional> | Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. |
The rectangular bounding area
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.
Name | Type | Description |
---|---|---|
name | string | The name to search for. |
The first child with a matching name, or null if none were found.
Returns the child at the specified index
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child at the given index, if any.
Returns the index position of a child DisplayObject instance
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject instance to identify |
The index position of the child display object to identify
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
and y
properties compared to the childs x
and y
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 to callback
as the first argument,
with the distance as the second. The callback should return true
if it passes your
filtering criteria, otherwise it should return false
.
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 |
callbackContext | object | <optional> | The context in which the function should be called (usually 'this'). |
The child closest to given object, or null
if no child was found.
Get the first child that is alive (child.alive === true
).
This is handy for choosing a squad leader, etc.
You can use the optional argument createIfNull
to create a new Game Object if no alive ones were found in this Group.
It works by calling Group.create
passing it the parameters given to this method, and returning the new child.
If a child was found , createIfNull
is false
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled by Group.resetChild
.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
createIfNull | boolean | <optional> | false | If |
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. |
The alive dead child, or null
if none found and createIfNull
was false.
Get the first child that is dead (child.alive === false
).
This is handy for checking if everything has been wiped out and adding to the pool as needed.
You can use the optional argument createIfNull
to create a new Game Object if no dead ones were found in this Group.
It works by calling Group.create
passing it the parameters given to this method, and returning the new child.
If a child was found , createIfNull
is false
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled by Group.resetChild
.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
createIfNull | boolean | <optional> | false | If |
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. |
The first dead child, or null
if none found and createIfNull
was false.
Get the first display object that exists, or doesn't exist.
You can use the optional argument createIfNull
to create a new Game Object if none matching your exists argument were found in this Group.
It works by calling Group.create
passing it the parameters given to this method, and returning the new child.
If a child was found , createIfNull
is false
and you provided the additional arguments then the child
will be reset and/or have a new texture loaded on it. This is handled by Group.resetChild
.
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 |
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. |
The first child, or null
if none found and createIfNull
was false.
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
and y
properties compared to the childs x
and y
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 to callback
as the first argument,
with the distance as the second. The callback should return true
if it passes your
filtering criteria, otherwise it should return false
.
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 |
callbackContext | object | <optional> | The context in which the function should be called (usually 'this'). |
The child furthest from the given object, or null
if no child was found.
Get the index position of the given child in this group, which should match the child's z
property.
Name | Type | Description |
---|---|---|
child | any | The child to get the index for. |
The index of the child or -1 if it's not a member of this group.
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.
The rectangular bounding area
Returns a random child from the group.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
startIndex | integer | <optional> | 0 | Offset from the front of the group (lowest child). |
length | integer | <optional> | (to top) | Restriction on the number of values you want to randomly select from. |
A random child of this Group.
Returns a random child from the Group that has exists
set to true
.
Optionally you can specify a start and end index. For example if this Group had 100 children,
and you set startIndex
to 0 and endIndex
to 50, it would return a random child from only
the first 50 children in the Group.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
startIndex | integer | <optional> | 0 | The first child index to start the search from. |
endIndex | integer | <optional> | The last child index to search up to. |
A random child of this Group that exists.
Return the child at the top of this group.
The top child is the child displayed (rendered) above every other child.
The child at the top of the Group.
Checks if the child has the given property.
Will scan up to 4 levels deep only.
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. |
True if the child has the property, otherwise false.
Iterates over the children of the group performing one of several actions for matched children.
A child is considered a match when it has a property, named key
, whose value is equal to value
according to a strict equality comparison.
The result depends on the returnType
:
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.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
key | string | The child property to check, i.e. 'exists', 'alive', 'health' | ||
value | any | A child matches if | ||
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 either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.
Moves all children from this Group to the Group given.
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 |
The Group to which all the children were moved.
Moves the given child down one place in this group unless it's already at the bottom.
Name | Type | Description |
---|---|---|
child | any | The child to move down in the group. |
The child that was moved.
Moves the given child up one place in this group unless it's already at the top.
Name | Type | Description |
---|---|---|
child | any | The child to move up in the group. |
The child that was moved.
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.
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. |
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).
The child the cursor now points to.
The core postUpdate - as called by World.
The core preUpdate - as called by World.
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).
The child the cursor now points to.
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.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
child | any | The child to remove. | ||
destroy | boolean | <optional> | false | If true |
silent | boolean | <optional> | false | If true the the child will not dispatch the |
true if the child was removed from this group, otherwise false.
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.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
destroy | boolean | <optional> | false | If true |
silent | boolean | <optional> | false | If true the children will not dispatch their |
destroyTexture | boolean | <optional> | false | If true, and if the |
Removes all children from this group whose index falls beteen the given startIndex and endIndex values.
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 |
silent | boolean | <optional> | false | If true the children will not dispatch their |
Removes a child from the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to remove |
The child that was removed.
Removes a child from the specified index position.
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child that was removed.
Removes all children from this container that are within the begin and end indexes.
Name | Type | Description |
---|---|---|
beginIndex | Number | The beginning position. Default value is 0. |
endIndex | Number | The ending position. Default value is size of the container. |
Removes a child of this Group from the hash array.
This call will return false if the child is not in the hash.
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. |
True if the child was successfully removed from the hash, otherwise false.
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.
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 the oldChild that was replaced within this group.
Takes a child and if the x
and y
arguments are given it calls child.reset(x, y)
on it.
If the key
and optionally the frame
arguments are given, it calls child.loadTexture(key, frame)
on it.
The two operations are separate. For example if you just wish to load a new texture then pass null
as the x and y values.
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. |
The child that was reset: usually a Phaser.Sprite.
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.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
index | integer | <optional> | 0 | Set the cursor to point to a specific index. |
The child the cursor now points to.
Reverses all children in this group.
This operation applies only to immediate children and does not propagate to subgroups.
Sends the given child to the bottom of this group so it renders below all other children.
Name | Type | Description |
---|---|---|
child | any | The child to send to the bottom of this group. |
The child that was moved.
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.
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 |
True if the property was set, false if not.
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.
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 |
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.
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 |
Changes the position of an existing child in the display object container
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 |
Sets a property to the given value on the child. The operation parameter controls how the value is set.
The operations are:
true
a new property will be created if neededName | 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 |
True if the property was set, false if not.
Sort the children in the group according to a particular key and ordering.
Call this function to sort the group according to a particular key value and order.
For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING)
at the bottom of your State.update()
.
Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, including
alphabetical sorting, mixing strings and numbers, and Unicode sorting. See MDN for more details.
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). |
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.
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. |
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.
Name | Type | Description |
---|---|---|
child1 | any | The first child to swap. |
child2 | any | The second child to swap. |
Swaps the position of 2 Display Objects within this container.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
child2 | DisplayObject | - |
The core update - as called by World.
Core update.
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.
Positions the child found at the given index within this group to the given x and y coordinates.
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. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Physics.P2.BodyDebug.html