Class: Group

Phaser.Physics.Arcade. Group

An Arcade Physics Group object.

All Game Objects created by or added to this Group will automatically be given dynamic Arcade Physics bodies, if they have no body.

Its static counterpart is Phaser.Physics.Arcade.StaticGroup.


new Group(world, scene [, children] [, config])

Parameters:
Name Type Argument Description
world Phaser.Physics.Arcade.World

The physics simulation.

scene Phaser.Scene

The scene this group belongs to.

children Array.<Phaser.GameObjects.GameObject> | Phaser.Types.Physics.Arcade.PhysicsGroupConfig | Phaser.Types.GameObjects.Group.GroupCreateConfig <optional>

Game Objects to add to this group; or the config argument.

config Phaser.Types.Physics.Arcade.PhysicsGroupConfig | Phaser.Types.GameObjects.Group.GroupCreateConfig <optional>

Settings for this group.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 14)

Extends

Members


active :boolean

Whether this group runs its Phaser.GameObjects.Group#preUpdate method (which may update any members).

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 138)

children :Phaser.Structs.Set.<Phaser.GameObjects.GameObject>

Members of this group.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 87)

classType :function

The class to create new Group members from.

This should be either Phaser.Physics.Arcade.Image, Phaser.Physics.Arcade.Sprite, or a class extending one of those.

Type:
  • function
Since: 3.0.0
Overrides:
Default Value:
  • ArcadeSprite
Source: src/physics/arcade/PhysicsGroup.js (Line 88)

<nullable> createCallback :Phaser.Types.GameObjects.Group.GroupCallback

A function to be called when adding or creating group members.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 190)

<nullable> createMultipleCallback :Phaser.Types.GameObjects.Group.GroupMultipleCreateCallback

A function to be called when creating several group members at once.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 208)

defaultFrame :string|integer

A default texture frame to use when creating new group members.

Type:
  • string | integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 170)

defaultKey :string

A default texture key to use when creating new group members.

This is used in Phaser.GameObjects.Group#create but not in Phaser.GameObjects.Group#createMultiple.

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 158)

defaults :Phaser.Types.Physics.Arcade.PhysicsGroupDefaults

Default physics properties applied to Game Objects added to the Group or created by the Group. Derived from the config argument.

Type:
Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 110)

isParent :boolean

A flag identifying this object as a group.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • true
Source: src/gameobjects/group/Group.js (Line 96)

maxSize :integer

The maximum size of this group, if used as a pool. -1 is no limit.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/group/Group.js (Line 148)

name :string

The name of this group. Empty by default and never populated by Phaser, this is left for developers to use.

Type:
  • string
Since: 3.18.0
Inherited From:
Default Value:
  • ''
Source: src/gameobjects/group/Group.js (Line 127)

physicsType :integer

The physics type of the Group's members.

Type:
  • integer
Since: 3.0.0
Default Value:
  • Phaser.Physics.Arcade.DYNAMIC_BODY
Source: src/physics/arcade/PhysicsGroup.js (Line 100)

<nullable> removeCallback :Phaser.Types.GameObjects.Group.GroupCallback

A function to be called when removing group members.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 199)

runChildUpdate :boolean

Whether to call the update method of any members.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/group/Group.js (Line 179)
See:

scene :Phaser.Scene

This scene this group belongs to.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 78)

type :string

A textual representation of this Game Object. Used internally by Phaser but is available for your own custom classes to populate.

Type:
  • string
Since: 3.21.0
Overrides:
Default Value:
  • 'PhysicsGroup'
Source: src/physics/arcade/PhysicsGroup.js (Line 150)

world :Phaser.Physics.Arcade.World

The physics simulation.

Type:
Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 79)

Methods


add(child [, addToScene])

Adds a Game Object to this group.

Calls Phaser.GameObjects.Group#createCallback.

Parameters:
Name Type Argument Default Description
child Phaser.GameObjects.GameObject

The Game Object to add.

addToScene boolean <optional>
false

Also add the Game Object to the scene.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 513)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

addMultiple(children [, addToScene])

Adds several Game Objects to this group.

Calls Phaser.GameObjects.Group#createCallback.

Parameters:
Name Type Argument Default Description
children Array.<Phaser.GameObjects.GameObject>

The Game Objects to add.

addToScene boolean <optional>
false

Also add the Game Objects to the scene.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 562)
Returns:

This group.

Type
Phaser.Physics.Arcade.Group

angle(value [, step])

Sets the angle of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the angle to, in degrees.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1282)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

clear( [removeFromScene] [, destroyChild])

Removes all members of this Group and optionally removes them from the Scene and / or destroys them.

Does not call Phaser.GameObjects.Group#removeCallback.

Parameters:
Name Type Argument Default Description
removeFromScene boolean <optional>
false

Optionally remove each Group member from the Scene.

destroyChild boolean <optional>
false

Optionally call destroy on the removed Group members.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 645)
Returns:

This group.

Type
Phaser.Physics.Arcade.Group

contains(child)

Tests if a Game Object is a member of this group.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

A Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 691)
Returns:

True if the Game Object is a member of this group.

Type
boolean

countActive( [value])

Counts the number of active (or inactive) group members.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

Count active (true) or inactive (false) group members.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1048)
Returns:

The number of group members with an active state matching the active argument.

Type
integer

create( [x] [, y] [, key] [, frame] [, visible] [, active])

Creates a new Game Object and adds it to this group, unless the group is full.

Calls Phaser.GameObjects.Group#createCallback.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The horizontal position of the new Game Object in the world.

y number <optional>
0

The vertical position of the new Game Object in the world.

key string <optional>
defaultKey

The texture key of the new Game Object.

frame string | integer <optional>
defaultFrame

The texture frame of the new Game Object.

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of the new Game Object.

active boolean <optional>
true

The Phaser.GameObjects.GameObject#active state of the new Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 245)
Returns:

The new Game Object (usually a Sprite, etc.).

Type
any

createCallbackHandler(child)

Enables a Game Object's Body and assigns defaults. Called when a Group member is added or created.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object being added.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 162)

createFromConfig(options)

Parameters:
Name Type Description
options Phaser.Types.GameObjects.Group.GroupCreateConfig

Creation settings.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 335)
Returns:

The newly created Game Objects.

Type
Array.<any>

createMultiple(config)

Creates several Game Objects and adds them to this group.

If the group becomes Phaser.GameObjects.Group#isFull, no further Game Objects are created.

Calls Phaser.GameObjects.Group#createMultipleCallback and Phaser.GameObjects.Group#createCallback.

Parameters:
Name Type Description
config Phaser.Types.GameObjects.Group.GroupCreateConfig | Array.<Phaser.Types.GameObjects.Group.GroupCreateConfig>

Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 294)
Returns:

The newly created Game Objects.

Type
Array.<any>

destroy( [destroyChildren])

Empties this group and removes it from the Scene.

Does not call Phaser.GameObjects.Group#removeCallback.

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
false

Also Phaser.GameObjects.GameObject#destroy each group member.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1604)

get( [x] [, y] [, key] [, frame] [, visible])

Scans the group for the first member that has an Phaser.GameObjects.GameObject#active state set to false, assigns x and y, and returns the member.

If no inactive member is found and the group isn't full then it will create a new Game Object using x, y, key, frame, and visible. The new Game Object will have its active state set to true. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 937)
Returns:

The first inactive group member, or a newly created member, or null.

Type
any

getChildren()

All members of the group.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 706)
Returns:

The group members.

Type
Array.<Phaser.GameObjects.GameObject>

getFirst( [state] [, createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the Group, from top to bottom, for the first member that has an Phaser.GameObjects.GameObject#active state matching the argument, assigns x and y, and returns the member.

If no matching member is found and createIfNull is true and the group isn't full then it will create a new Game Object using x, y, key, frame, and visible. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
state boolean <optional>
false

The Phaser.GameObjects.GameObject#active value to match.

createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 732)
Returns:

The first matching group member, or a newly created member, or null.

Type
any

getFirstAlive( [createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the group for the first member that has an Phaser.GameObjects.GameObject#active state set to true, assigns x and y, and returns the member.

If no active member is found and createIfNull is true and the group isn't full then it will create a new one using x, y, key, frame, and visible. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 961)
Returns:

The first active group member, or a newly created member, or null.

Type
any

getFirstDead( [createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the group for the first member that has an Phaser.GameObjects.GameObject#active state set to false, assigns x and y, and returns the member.

If no inactive member is found and createIfNull is true and the group isn't full then it will create a new one using x, y, key, frame, and visible. The new Game Object will have an active state set to true. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 985)
Returns:

The first inactive group member, or a newly created member, or null.

Type
any

getFirstNth(nth [, state] [, createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the Group, from top to bottom, for the nth member that has an Phaser.GameObjects.GameObject#active state matching the argument, assigns x and y, and returns the member.

If no matching member is found and createIfNull is true and the group isn't full then it will create a new Game Object using x, y, key, frame, and visible. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
nth integer

The nth matching Group member to search for.

state boolean <optional>
false

The Phaser.GameObjects.GameObject#active value to match.

createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.6.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 757)
Returns:

The first matching group member, or a newly created member, or null.

Type
any

getLast( [state] [, createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the Group for the last member that has an Phaser.GameObjects.GameObject#active state matching the argument, assigns x and y, and returns the member.

If no matching member is found and createIfNull is true and the group isn't full then it will create a new Game Object using x, y, key, frame, and visible. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
state boolean <optional>
false

The Phaser.GameObjects.GameObject#active value to match.

createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.6.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 783)
Returns:

The first matching group member, or a newly created member, or null.

Type
any

getLastNth(nth [, state] [, createIfNull] [, x] [, y] [, key] [, frame] [, visible])

Scans the Group for the last nth member that has an Phaser.GameObjects.GameObject#active state matching the argument, assigns x and y, and returns the member.

If no matching member is found and createIfNull is true and the group isn't full then it will create a new Game Object using x, y, key, frame, and visible. Unless a new member is created, key, frame, and visible are ignored.

Parameters:
Name Type Argument Default Description
nth integer

The nth matching Group member to search for.

state boolean <optional>
false

The Phaser.GameObjects.GameObject#active value to match.

createIfNull boolean <optional>
false

Create a new Game Object if no matching members are found, using the following arguments.

x number <optional>

The horizontal position of the Game Object in the world.

y number <optional>

The vertical position of the Game Object in the world.

key string <optional>
defaultKey

The texture key assigned to a new Game Object (if one is created).

frame string | integer <optional>
defaultFrame

A texture frame assigned to a new Game Object (if one is created).

visible boolean <optional>
true

The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created).

Since: 3.6.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 808)
Returns:

The first matching group member, or a newly created member, or null.

Type
any

getLength()

The number of members of the group.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 719)
Returns:
Type
integer

getTotalFree()

The difference of Phaser.GameObjects.Group#maxSize and the number of active group members.

This represents the number of group members that could be created or reactivated before reaching the size limit.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1088)
Returns:

maxSize minus the number of active group numbers; or a large number (if maxSize is -1).

Type
integer

getTotalUsed()

Counts the number of in-use (active) group members.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1075)
Returns:

The number of group members with an active state of true.

Type
integer

incX(value [, step])

Adds the given value to the x of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to be added to the x property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1204)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

incXY(x [, y] [, stepX] [, stepY])

Adds the given value to the x, y of each group member.

Parameters:
Name Type Argument Default Description
x number

The amount to be added to the x property.

y number <optional>
x

The amount to be added to the y property. If undefined or null it uses the x value.

stepX number <optional>
0

This is added to the x amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the y amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1240)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

incY(value [, step])

Adds the given value to the y of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to be added to the y property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1222)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

isFull()

Whether this group's size at its maximum.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1028)
Returns:

True if the number of members equals Phaser.GameObjects.Group#maxSize.

Type
boolean

kill(gameObject)

Deactivates a member of this group.

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

A member of this group.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1537)

killAndHide(gameObject)

Deactivates and hides a member of this group.

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

A member of this group.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1553)

playAnimation(key [, startFrame])

Plays an animation for all members of this group.

Parameters:
Name Type Argument Default Description
key string

The string-based key of the animation to play.

startFrame string <optional>
0

Optionally start the animation playing from this frame index.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1010)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

preUpdate(time, delta)

Updates any group members, if Phaser.GameObjects.Group#runChildUpdate is enabled.

Parameters:
Name Type Description
time number

The current timestamp.

delta number

The delta time elapsed since the last frame.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 483)

propertyValueInc(key, value [, step] [, index] [, direction])

Adds the given value to the property as defined in key of each group member.

Parameters:
Name Type Argument Default Description
key string

The property to be updated.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1127)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

propertyValueSet(key, value [, step] [, index] [, direction])

Sets the property as defined in key of each group member to the given value.

Parameters:
Name Type Argument Default Description
key string

The property to be updated.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1106)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

remove(child [, removeFromScene] [, destroyChild])

Removes a member of this Group and optionally removes it from the Scene and / or destroys it.

Calls Phaser.GameObjects.Group#removeCallback.

Parameters:
Name Type Argument Default Description
child Phaser.GameObjects.GameObject

The Game Object to remove.

removeFromScene boolean <optional>
false

Optionally remove the Group member from the Scene it belongs to.

destroyChild boolean <optional>
false

Optionally call destroy on the removed Group member.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 590)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

removeCallbackHandler(child)

Disables a Game Object's Body. Called when a Group member is removed.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object being removed.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 185)

rotate(value [, step])

Sets the rotation of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the rotation to, in radians.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1300)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

rotateAround(point, angle)

Rotates each group member around the given point by the given angle.

Parameters:
Name Type Description
point Phaser.Types.Math.Vector2Like

Any object with public x and y properties.

angle number

The angle to rotate by, in radians.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1318)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

rotateAroundDistance(point, angle, distance)

Rotates each group member around the given point by the given angle and distance.

Parameters:
Name Type Description
point Phaser.Types.Math.Vector2Like

Any object with public x and y properties.

angle number

The angle to rotate by, in radians.

distance number

The distance from the point of rotation in pixels.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1336)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

scaleX(value [, step])

Sets the scaleX of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1413)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

scaleXY(scaleX [, scaleY] [, stepX] [, stepY])

Sets the scaleX, scaleY of each group member.

Parameters:
Name Type Argument Default Description
scaleX number

The amount to be added to the scaleX property.

scaleY number <optional>

The amount to be added to the scaleY property. If undefined or null it uses the scaleX value.

stepX number <optional>
0

This is added to the scaleX amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the scaleY amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1449)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

scaleY(value [, step])

Sets the scaleY of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1431)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setAlpha(value [, step])

Sets the alpha of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the alpha to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1355)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setBlendMode(value)

Sets the blendMode of each group member.

Parameters:
Name Type Description
value number

The amount to set the property to.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1487)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setDepth(value [, step])

Sets the depth of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1469)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setHitArea(hitArea, hitAreaCallback)

Passes all group members to the Input Manager to enable them for input with identical areas and callbacks.

Parameters:
Name Type Description
hitArea *

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

hitAreaCallback Phaser.Types.Input.HitAreaCallback

A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1504)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setOrigin(originX [, originY] [, stepX] [, stepY])

Sets the originX, originY of each group member.

Parameters:
Name Type Argument Default Description
originX number

The amount to set the originX property to.

originY number <optional>

The amount to set the originY property to. If undefined or null it uses the originX value.

stepX number <optional>
0

This is added to the originX amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the originY amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1393)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setTint(topLeft [, topRight] [, bottomLeft] [, bottomRight])

Sets the tint of each group member.

Parameters:
Name Type Argument Description
topLeft number

The tint being applied to top-left corner of item. If other parameters are given no value, this tint will be applied to whole item.

topRight number <optional>

The tint to be applied to top-right corner of item.

bottomLeft number <optional>

The tint to be applied to the bottom-left corner of item.

bottomRight number <optional>

The tint to be applied to the bottom-right corner of item.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1373)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setVelocity(x, y [, step])

Sets the velocity of each Group member.

Parameters:
Name Type Argument Default Description
x number

The horizontal velocity.

y number

The vertical velocity.

step number <optional>
0

The velocity increment. When set, the first member receives velocity (x, y), the second (x + step, y + step), and so on.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 201)
Returns:

This Physics Group object.

Type
Phaser.Physics.Arcade.Group

setVelocityX(value [, step])

Sets the horizontal velocity of each Group member.

Parameters:
Name Type Argument Default Description
value number

The velocity value.

step number <optional>
0

The velocity increment. When set, the first member receives velocity (x), the second (x + step), and so on.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 227)
Returns:

This Physics Group object.

Type
Phaser.Physics.Arcade.Group

setVelocityY(value [, step])

Sets the vertical velocity of each Group member.

Parameters:
Name Type Argument Default Description
value number

The velocity value.

step number <optional>
0

The velocity increment. When set, the first member receives velocity (y), the second (y + step), and so on.

Since: 3.0.0
Source: src/physics/arcade/PhysicsGroup.js (Line 252)
Returns:

This Physics Group object.

Type
Phaser.Physics.Arcade.Group

setVisible(value [, index] [, direction])

Sets the visible of each group member.

Parameters:
Name Type Argument Default Description
value boolean

The value to set the property to.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1570)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setX(value [, step])

Sets the x of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1148)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setXY(x [, y] [, stepX] [, stepY])

Sets the x, y of each group member.

Parameters:
Name Type Argument Default Description
x number

The amount to set the x property to.

y number <optional>
x

The amount to set the y property to. If undefined or null it uses the x value.

stepX number <optional>
0

This is added to the x amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the y amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1184)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

setY(value [, step])

Sets the y of each group member.

Parameters:
Name Type Argument Default Description
value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1166)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

shiftPosition(x, y [, direction])

Iterate through the group members changing the position of each element to be that of the element that came before it in the array (or after it if direction = 1)

The first group member position is set to x/y.

Parameters:
Name Type Argument Default Description
x number

The x coordinate to place the first item in the array at.

y number

The y coordinate to place the first item in the array at.

direction integer <optional>
0

The iteration direction. 0 = first to last and 1 = last to first.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1260)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

shuffle()

Shuffles the group members in place.

Since: 3.21.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1522)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group

toggleVisible()

Toggles (flips) the visible state of each member of this group.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/group/Group.js (Line 1589)
Returns:

This Group object.

Type
Phaser.Physics.Arcade.Group