The physics simulation.
The scene this group belongs to.
Optionalchildren: GameObject[] | GroupConfig | GroupCreateConfig
Game Objects to add to this group; or the config argument.
Optionalconfig: GroupConfig | GroupCreateConfig
Settings for this group.
Whether this group runs its Phaser.GameObjects.Group#preUpdate method (which may update any members).
Members of this group.
The class to create new group members from.
The constructor arguments must match (scene, x, y, texture, frame).
The Arcade Physics Static Group Collision Category.
This can be set to any valid collision bitfield value.
See the setCollisionCategory method for more details.
The Arcade Physics Static Group Collision Mask.
See the setCollidesWith method for more details.
A function to be called when adding or creating group members.
A function to be called when creating several group members at once.
A default texture frame to use when creating new group members.
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.
A flag identifying this object as a group.
The maximum size of this group, if used as a pool. -1 is no limit.
The name of this group. Empty by default and never populated by Phaser, this is left for developers to use.
The type of physics body assigned to children of this group.
A function to be called when removing group members.
Whether to call the update method of any members.
This scene this group belongs to.
A textual representation of this Game Object. Used internally by Phaser but is available for your own custom classes to populate.
The physics simulation.
Adds a Game Object to this group.
The Game Object to add.
OptionaladdToScene: boolean
Also add the Game Object to the scene. Default false.
This Group object.
Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.
The collision category to add to this body's collision mask.
This Game Object.
Called when this Group is added to a Scene. Registers this Group with the Scene's update list
so that its preUpdate method is called each game step.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Adds several Game Objects to this group.
The Game Objects to add.
OptionaladdToScene: boolean
Also add the Game Objects to the scene. Default false.
This group.
Adds the given value to the angle of each group member.
The amount to add to the angle, in degrees.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Removes all members of this Group and optionally removes them from the Scene and / or destroys them.
Does not call Phaser.GameObjects.Group#removeCallback.
OptionalremoveFromScene: boolean
Optionally remove each Group member from the Scene. Default false.
OptionaldestroyChild: boolean
Optionally call destroy on the removed Group members. Default false.
This group.
Tests if a Game Object is a member of this group.
A Game Object.
True if the Game Object is a member of this group.
Counts the number of active (or inactive) group members.
Optionalvalue: boolean
Count active (true) or inactive (false) group members. Default true.
The number of group members with an active state matching the active argument.
Creates a new Game Object and adds it to this group, unless the group is full.
Optionalx: number
The horizontal position of the new Game Object in the world. Default 0.
Optionaly: number
The vertical position of the new Game Object in the world. Default 0.
Optionalkey: string
The texture key of the new Game Object. Default defaultKey.
Optionalframe: string | number
The texture frame of the new Game Object. Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of the new Game Object. Default true.
Optionalactive: boolean
The Phaser.GameObjects.GameObject#active state of the new Game Object. Default true.
The new Game Object (usually a Sprite, etc.).
Adds a static physics body to the new group member (if it lacks one) and adds it to the simulation.
The new group member.
A helper for Phaser.GameObjects.Group#createMultiple.
Creation settings.
The newly created Game Objects.
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.
Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.
The newly created Game Objects.
Internal callback invoked after multiple group members are created at once via createMultiple.
Calls Phaser.Physics.Arcade.StaticGroup#refresh to synchronize all static physics bodies
with the current positions of their parent Game Objects.
The newly created group members.
Empties this Group of all children and removes it from the Scene.
Does not call Phaser.GameObjects.Group#removeCallback.
Children of this Group will not be removed from the Scene by calling this method
unless you specify the removeFromScene parameter.
Children of this Group will also not be destroyed by calling this method
unless you specify the destroyChildren parameter.
OptionaldestroyChildren: boolean
Also Phaser.GameObjects.GameObject#destroy each Group member. Default false.
OptionalremoveFromScene: boolean
Optionally remove each Group member from the Scene. Default false.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
true if the event had listeners, else false.
Return an array listing the events for which the emitter has registered listeners.undefined
undefined
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.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The first inactive group member, or a newly created member, or null.
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.
Optionalstate: boolean
The Phaser.GameObjects.GameObject#active value to match. Default false.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The first matching group member, or a newly created member, or null.
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.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The first active group member, or a newly created member, or null.
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.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The first inactive group member, or a newly created member, or null.
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.
The nth matching Group member to search for.
Optionalstate: boolean
The Phaser.GameObjects.GameObject#active value to match. Default false.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The nth matching group member, or a newly created member, or null.
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.
Optionalstate: boolean
The Phaser.GameObjects.GameObject#active value to match. Default false.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The last matching group member, or a newly created member, or null.
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.
The nth matching Group member to search for.
Optionalstate: boolean
The Phaser.GameObjects.GameObject#active value to match. Default false.
OptionalcreateIfNull: boolean
Create a new Game Object if no matching members are found, using the following arguments. Default false.
Optionalx: number
The horizontal position of the Game Object in the world.
Optionaly: number
The vertical position of the Game Object in the world.
Optionalkey: string
The texture key assigned to a new Game Object (if one is created). Default defaultKey.
Optionalframe: string | number
A texture frame assigned to a new Game Object (if one is created). Default defaultFrame.
Optionalvisible: boolean
The Phaser.GameObjects.Components.Visible#visible state of a new Game Object (if one is created). Default true.
The nth matching group member (searching from the end), or a newly created member, or null.
The number of members of the group.undefined
The total number of members in this Group.
Returns all children in this Group that match the given criteria based on the property and value arguments.
For example: getMatching('visible', true) would return only children that have their visible property set.
Optionally, you can specify a start and end index. For example if the Group has 100 elements,
and you set startIndex to 0 and endIndex to 50, it would return matches from only
the first 50.
Optionalproperty: string
The property to test on each array element.
Optionalvalue: any
The value to test the property against. Must pass a strict (===) comparison check.
OptionalstartIndex: number
An optional start index to search from.
OptionalendIndex: number
An optional end index to search to.
An array of matching Group members. The array will be empty if nothing matched.
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.undefined
maxSize minus the number of active group members; or a large number (if maxSize is -1).
Counts the number of in-use (active) group members.undefined
The number of group members with an active state of true.
Adds the given value to the x of each group member.
The amount to be added to the x property.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Adds the given value to the x, y of each group member.
The amount to be added to the x property.
Optionaly: number
The amount to be added to the y property. If undefined or null it uses the x value. Default x.
OptionalstepX: number
This is added to the x amount, multiplied by the iteration counter. Default 0.
OptionalstepY: number
This is added to the y amount, multiplied by the iteration counter. Default 0.
This Group object.
Adds the given value to the y of each group member.
The amount to be added to the y property.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Whether this group's size is at its maximum.undefined
True if the number of members equals Phaser.GameObjects.Group#maxSize.
Deactivates a member of this group.
A member of this group.
Deactivates and hides a member of this group.
A member of this group.
Return the number of listeners listening to a given event.
The event name.
The number of listeners.
Return the listeners registered for a given event.
The event name.
The registered listeners.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Add a one-time listener for a given event. The listener is automatically removed the first time the event is emitted, so it will never be called more than once.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Plays an animation for all members of this group.
The string-based key of the animation to play.
OptionalstartFrame: string
Optionally start the animation playing from this frame index. Default 0.
This Group object.
Updates any group members, if Phaser.GameObjects.Group#runChildUpdate is enabled.
The current timestamp.
The delta time elapsed since the last frame.
Adds the given value to the property as defined in key of each group member.
The property to be updated.
The amount to add to the property.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
Optionalindex: number
An optional offset to start searching from within the items array. Default 0.
Optionaldirection: number
The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1.
This Group object.
Sets the property as defined in key of each group member to the given value.
The property to be updated.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
Optionalindex: number
An optional offset to start searching from within the items array. Default 0.
Optionaldirection: number
The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1.
This Group object.
Resets each static physics body in this group to the current position of its parent Game Object. Call this after manually repositioning any members so their bodies stay in sync. Body sizes are not changed by this method; use Phaser.Physics.Arcade.Components.Enable#refreshBody to resize a body.undefined
This group.
Removes a member of this Group and optionally removes it from the Scene and / or destroys it.
The Game Object to remove.
OptionalremoveFromScene: boolean
Optionally remove the Group member from the Scene it belongs to. Default false.
OptionaldestroyChild: boolean
Optionally call destroy on the removed Group member. Default false.
This Group object.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbol
The event name.
this.
Disables the group member's physics body, removing it from the simulation.
The group member being removed.
Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.
The collision category to remove from this body's collision mask.
This Game Object.
Called when this Group is removed from a Scene. Unregisters this Group from the Scene's
update list so that its preUpdate method is no longer called each game step.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Resets the Collision Category and Mask back to the defaults, which means the body will belong to category 1 and will collide with all other categories.undefined
This Game Object.
Sets the rotation of each group member.
The amount to set the rotation to, in radians.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Rotates each group member around the given point by the given angle.
Any object with public x and y properties.
The angle to rotate by, in radians.
This Group object.
Rotates each group member around the given point by the given angle and distance.
Any object with public x and y properties.
The angle to rotate by, in radians.
The distance from the point of rotation in pixels.
This Group object.
Sets the scaleX of each group member.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the scaleX, scaleY of each group member.
The amount to set the scaleX property to.
OptionalscaleY: number
The amount to set the scaleY property to. If undefined or null it uses the scaleX value.
OptionalstepX: number
This is added to the scaleX amount, multiplied by the iteration counter. Default 0.
OptionalstepY: number
This is added to the scaleY amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the scaleY of each group member.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the active property of this Group.
When active, this Group runs its preUpdate method.
True if this Group should be set as active, false if not.
This Group object.
Sets the alpha of each group member.
The amount to set the alpha to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the blendMode of each group member.
The blend mode value to set. See Phaser.BlendModes for valid values.
This Group object.
Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.
Calling this method will reset all of the collision categories, so only those passed to this method are enabled.
If you wish to add a new category to the existing mask, call
the addCollidesWith method.
If you wish to reset the collision category and mask, call
the resetCollisionCategory method.
The collision category to collide with, or an array of them.
This Game Object.
Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.
It can only have one single category assigned to it.
If you wish to reset the collision category and mask, call
the resetCollisionCategory method.
The collision category to assign to this body. Typically a power of 2, such as 1, 2, 4, 8, and so on.
This Game Object.
Sets the depth of each group member.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Passes all group members to the Input Manager to enable them for input with identical areas and callbacks.
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.
A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
This Group object.
Sets the name property of this Group.
The name property is not populated by Phaser and is presented for your own use.
The name to be given to this Group.
This Group object.
Sets the originX, originY of each group member.
The amount to set the originX property to.
OptionaloriginY: number
The amount to set the originY property to. If undefined or null it uses the originX value.
OptionalstepX: number
This is added to the originX amount, multiplied by the iteration counter. Default 0.
OptionalstepY: number
This is added to the originY amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the tint of each group member.
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.
OptionaltopRight: number
The tint to be applied to top-right corner of item.
OptionalbottomLeft: number
The tint to be applied to the bottom-left corner of item.
OptionalbottomRight: number
The tint to be applied to the bottom-right corner of item.
This Group object.
Sets the visibility of each group member.
The value to set the property to.
Optionalindex: number
An optional offset to start searching from within the items array. Default 0.
Optionaldirection: number
The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1.
This Group object.
Sets the x of each group member.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the x, y of each group member.
The amount to set the x property to.
Optionaly: number
The amount to set the y property to. If undefined or null it uses the x value. Default x.
OptionalstepX: number
This is added to the x amount, multiplied by the iteration counter. Default 0.
OptionalstepY: number
This is added to the y amount, multiplied by the iteration counter. Default 0.
This Group object.
Sets the y of each group member.
The amount to set the property to.
Optionalstep: number
This is added to the value amount, multiplied by the iteration counter. Default 0.
This Group object.
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.
The x coordinate to place the first item in the array at.
The y coordinate to place the first item in the array at.
Optionaldirection: number
The iteration direction. 0 = first to last and 1 = last to first. Default 0.
This Group object.
Shuffles the group members in place.undefined
This Group object.
Removes all listeners from this EventEmitter. This method is called automatically by the Scene Systems when the parent Scene shuts down, ensuring that all event bindings are cleared and no stale references remain.
Toggles (flips) the visible state of each member of this group.undefined
This Group object.
Checks to see if the given Collision Category will collide with this Arcade Physics object or not.
Collision category value to test.
true if the given category will collide with this object, otherwise false.
An Arcade Physics Static Group object.
A Static Group is a container for Game Objects that each have a static Arcade Physics body. Static bodies are fixed in place and never move in response to velocity, gravity, or collisions. They are ideal for level geometry such as platforms, walls, floors, and other immovable obstacles. Because their positions never change during gameplay, they are more performant than dynamic bodies for this purpose.
All Game Objects created by or added to this Group will automatically be given a static Arcade Physics body, if they do not already have one. If a Game Object is added that already has a dynamic body, that body is destroyed and replaced with a static one.
Its dynamic counterpart is Phaser.Physics.Arcade.Group.