phaser - v4.0.0-rc.4
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    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;
        "setAlpha.step"?: number | null;
        "setAlpha.value"?: number | null;
        setDepth?: object | null;
        "setDepth.step"?: number | null;
        "setDepth.value"?: number | null;
        setOrigin?: object | null;
        "setOrigin.stepX"?: number | null;
        "setOrigin.stepY"?: number | null;
        "setOrigin.x"?: number | null;
        "setOrigin.y"?: number | null;
        setRotation?: object | null;
        "setRotation.step"?: number | null;
        "setRotation.value"?: number | null;
        setScale?: object | null;
        "setScale.stepX"?: number | null;
        "setScale.stepY"?: number | null;
        "setScale.x"?: number | null;
        "setScale.y"?: number | null;
        setScrollFactor?: object | null;
        "setScrollFactor.stepX"?: number | null;
        "setScrollFactor.stepY"?: number | null;
        "setScrollFactor.x"?: number | null;
        "setScrollFactor.y"?: number | null;
        setXY?: object | null;
        "setXY.stepX"?: number | null;
        "setXY.stepY"?: number | null;
        "setXY.x"?: number | null;
        "setXY.y"?: number | null;
        visible?: boolean | null;
        yoyo?: boolean | null;
    }
    Index

    Properties

    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
    "setAlpha.step"?: number | null

    Increment each Game Object's alpha from the previous by this amount, starting from setAlpha.value.

    "setAlpha.value"?: number | null

    The alpha value of each new Game Object.

    setDepth?: object | null
    "setDepth.step"?: number | null

    Increment each Game Object's depth from the previous by this amount, starting from setDepth.value.

    "setDepth.value"?: number | null

    The depth value of each new Game Object.

    setOrigin?: object | null
    "setOrigin.stepX"?: number | null

    Increment each Game Object's horizontal origin from the previous by this amount, starting from setOrigin.x.

    "setOrigin.stepY"?: number | null

    Increment each Game object's vertical origin from the previous by this amount, starting from setOrigin.y.

    "setOrigin.x"?: number | null

    The horizontal origin of each new Game Object.

    "setOrigin.y"?: number | null

    The vertical origin of each new Game Object.

    setRotation?: object | null
    "setRotation.step"?: number | null

    Increment each Game Object's rotation from the previous by this amount, starting at setRotation.value.

    "setRotation.value"?: number | null

    Rotation of each new Game Object.

    setScale?: object | null
    "setScale.stepX"?: number | null

    Increment each Game Object's horizontal scale from the previous by this amount, starting from setScale.x.

    "setScale.stepY"?: number | null

    Increment each Game object's vertical scale from the previous by this amount, starting from setScale.y.

    "setScale.x"?: number | null

    The horizontal scale of each new Game Object.

    "setScale.y"?: number | null

    The vertical scale of each new Game Object.

    setScrollFactor?: object | null
    "setScrollFactor.stepX"?: number | null

    Increment each Game Object's horizontal scroll factor from the previous by this amount, starting from setScrollFactor.x.

    "setScrollFactor.stepY"?: number | null

    Increment each Game object's vertical scroll factor from the previous by this amount, starting from setScrollFactor.y.

    "setScrollFactor.x"?: number | null

    The horizontal scroll factor of each new Game Object.

    "setScrollFactor.y"?: number | null

    The vertical scroll factor of each new Game Object.

    setXY?: object | null
    "setXY.stepX"?: number | null

    Increment each Game Object's horizontal position from the previous by this amount, starting from setXY.x.

    "setXY.stepY"?: number | null

    Increment each Game Object's vertical position from the previous by this amount, starting from setXY.y.

    "setXY.x"?: number | null

    The horizontal position of each new Game Object.

    "setXY.y"?: number | null

    The vertical position of each new Game Object.

    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.