OptionalactiveThe active state of each new Game Object.
OptionalclassThe class of each new Game Object.
OptionalframeThe texture frame of each new Game Object.
OptionalframeThe number of times each frame should be combined with one key.
OptionalgridAlign the new Game Objects in a grid using these settings.
OptionalhitA geometric shape that defines the hit area for the Game Object.
OptionalhitA callback to be invoked when the Game Object is interacted with.
The texture key of each new Game Object. Must be provided or not objects will be created.
OptionalmaxThe maximum number of new Game Objects to create. 0 is no maximum.
OptionalquantityThe number of Game Objects to create. If set, this overrides the frameQuantity value. Use frameQuantity for more advanced control.
OptionalrandomSelect a frame at random.
OptionalrandomSelect a key at random.
OptionalrepeatThe number of times each key × frame combination will be repeated (after the first combination).
OptionalsetOptions as named in Phaser.Actions.SetAlpha.
OptionalsetOptions as named in Phaser.Actions.SetDepth.
OptionalsetOptions as named in Phaser.Actions.SetOrigin.
OptionalsetOptions as named in Phaser.Actions.SetRotation.
OptionalsetOptions as named in Phaser.Actions.SetScale.
OptionalsetOptions as named in Phaser.Actions.SetScrollFactor.
OptionalsetOptions as named in Phaser.Actions.SetXY.
OptionalvisibleThe visible state of each new Game Object.
OptionalyoyoSelect keys and frames by moving forward then backward through key and frame.
The total number of objects created will be
If
maxis nonzero, then the total created will not exceedmax.keyis required. Phaser.GameObjects.Group#defaultKey is not used.