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    Type Alias GroupCreateConfig

    The total number of objects created will be

    key.length * frame.length * frameQuantity * (yoyo ? 2 : 1) * (1 + repeat)
    

    If max is nonzero, then the total created will not exceed max.

    key is required. Phaser.GameObjects.Group#defaultKey is not used.

    type GroupCreateConfig = {
        active?: boolean | null;
        classType?: Function | null;
        frame?: string | string[] | number | number[] | null;
        frameQuantity?: number | null;
        gridAlign?: false | GridAlignConfig | null;
        hitArea?: any | null;
        hitAreaCallback?: HitAreaCallback | null;
        key: string | string[];
        max?: number | null;
        quantity?: number | null;
        randomFrame?: boolean | null;
        randomKey?: boolean | null;
        repeat?: number | null;
        setAlpha?: object | null;
        setDepth?: object | null;
        setOrigin?: object | null;
        setRotation?: object | null;
        setScale?: object | null;
        setScrollFactor?: object | null;
        setXY?: object | null;
        visible?: boolean | null;
        yoyo?: boolean | null;
    }
    Index
    active?: boolean | null

    The active state of each new Game Object.

    classType?: Function | null

    The class of each new Game Object.

    frame?: string | string[] | number | number[] | null

    The texture frame of each new Game Object.

    frameQuantity?: number | null

    The number of times each frame should be combined with one key.

    gridAlign?: false | GridAlignConfig | null

    Align the new Game Objects in a grid using these settings.

    hitArea?: any | null

    A geometric shape that defines the hit area for the Game Object.

    hitAreaCallback?: HitAreaCallback | null

    A callback to be invoked when the Game Object is interacted with.

    key: string | string[]

    The texture key of each new Game Object. Must be provided or not objects will be created.

    max?: number | null

    The maximum number of new Game Objects to create. 0 is no maximum.

    quantity?: number | null

    The number of Game Objects to create. If set, this overrides the frameQuantity value. Use frameQuantity for more advanced control.

    randomFrame?: boolean | null

    Select a frame at random.

    randomKey?: boolean | null

    Select a key at random.

    repeat?: number | null

    The number of times each key × frame combination will be repeated (after the first combination).

    setAlpha?: object | null

    Options as named in Phaser.Actions.SetAlpha.

    setDepth?: object | null

    Options as named in Phaser.Actions.SetDepth.

    setOrigin?: object | null

    Options as named in Phaser.Actions.SetOrigin.

    setRotation?: object | null

    Options as named in Phaser.Actions.SetRotation.

    setScale?: object | null

    Options as named in Phaser.Actions.SetScale.

    setScrollFactor?: object | null

    Options as named in Phaser.Actions.SetScrollFactor.

    setXY?: object | null

    Options as named in Phaser.Actions.SetXY.

    visible?: boolean | null

    The visible state of each new Game Object.

    yoyo?: boolean | null

    Select keys and frames by moving forward then backward through key and frame.