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* Scans the group for the last member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument,
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* assigns `x` and `y`, and returns the member.
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*
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* 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`.
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* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
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* @method Phaser.GameObjects.Group#getLast
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* @since 3.6.0
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*
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* @param {boolean} [state=false] - The {@link Phaser.GameObjects.GameObject#active} value to match.
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* @param {boolean} [createIfNull=false] - Create a new Game Object if no matching members are found, using the following arguments.
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* @param {number} [x] - The horizontal position of the Game Object in the world.
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* @param {number} [y] - The vertical position of the Game Object in the world.
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* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
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* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
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* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
* Scans the group for the last member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument,
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* assigns `x` and `y`, and returns the member.
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*
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* 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`.
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* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
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* @method Phaser.GameObjects.Group#getHandler
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* @private
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* @since 3.6.0
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*
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* @param {boolean} forwards - Search front to back or back to front?
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* @param {boolean} [state=false] - The {@link Phaser.GameObjects.GameObject#active} value to match.
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* @param {boolean} [createIfNull=false] - Create a new Game Object if no matching members are found, using the following arguments.
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* @param {number} [x] - The horizontal position of the Game Object in the world.
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* @param {number} [y] - The vertical position of the Game Object in the world.
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* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
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* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
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* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
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