FlexLayer#sendToBack()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

2025-01-10 15:47:30
ScaleManager#pageAlignHorizontally
  • References/Game Development/Phaser/Game Scaling/ScaleManager

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or

2025-01-10 15:47:30
FlexLayer#checkAll()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

checkAll(key, value, checkAlive, checkVisible, force)

2025-01-10 15:47:30
ScaleManager#bounds
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] bounds : Phaser.Rectangle

2025-01-10 15:47:30
ScaleManager#forceOrientation()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

forceOrientation(forceLandscape, forcePortrait) Force the game to run in only one orientation. This

2025-01-10 15:47:30
FlexLayer#set()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

set(child, key, value, checkAlive, checkVisible, operation,

2025-01-10 15:47:30
ScaleManager#ScaleManager
  • References/Game Development/Phaser/Game Scaling/ScaleManager

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by

2025-01-10 15:47:30
FlexLayer#previous()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

2025-01-10 15:47:30
FlexLayer#getByName()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getByName(name) → {any} Searches the Group for the first instance of a child with the name

2025-01-10 15:47:30
FlexLayer#total
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] total : integer Total number of existing children in the group.

2025-01-10 15:47:30