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13 changes: 10 additions & 3 deletions src/gameobjects/group/Group.js
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ var Actions = require('../../actions/');
var Class = require('../../utils/Class');
var Events = require('../events');
var EventEmitter = require('eventemitter3');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var GetAll = require('../../utils/array/GetAll');
var GetFastValue = require('../../utils/object/GetFastValue');
var GetValue = require('../../utils/object/GetValue');
Expand Down Expand Up @@ -442,9 +443,15 @@ var Group = new Class({
this.internalRemoveCallback = options.internalRemoveCallback;
}

var x;
var y;

for (var c = 0; c < range.length; c++)
{
var created = this.create(0, 0, range[c].a, range[c].b, visible, active);
x = GetAdvancedValue(options, 'x', 0);
y = GetAdvancedValue(options, 'y', 0);

var created = this.create(x, y, range[c].a, range[c].b, visible, active);

if (!created)
{
Expand All @@ -458,8 +465,8 @@ var Group = new Class({

if (HasValue(options, 'setXY'))
{
var x = GetValue(options, 'setXY.x', 0);
var y = GetValue(options, 'setXY.y', 0);
x = GetValue(options, 'setXY.x', 0);
y = GetValue(options, 'setXY.y', 0);
var stepX = GetValue(options, 'setXY.stepX', 0);
var stepY = GetValue(options, 'setXY.stepY', 0);

Expand Down
2 changes: 2 additions & 0 deletions src/gameobjects/group/typedefs/GroupCreateConfig.js
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,8 @@
* @property {?boolean} [yoyo=false] - Select keys and frames by moving forward then backward through `key` and `frame`.
* @property {?number} [frameQuantity=1] - The number of times each `frame` should be combined with one `key`.
* @property {?number} [max=0] - The maximum number of new Game Objects to create. 0 is no maximum.
* @property {?(number|number[]|object)} [x=0] - The horizontal position of each new Game Object. See value types in {@link Phaser.Utils.Objects.GetAdvancedValue}.
* @property {?(number|number[]|object)} [y=0] - The vertical position of each new Game Object. See value types in {@link Phaser.Utils.Objects.GetAdvancedValue}.
* @property {?object} [setXY]
* @property {?number} [setXY.x=0] - The horizontal position of each new Game Object.
* @property {?number} [setXY.y=0] - The vertical position of each new Game Object.
Expand Down