FlexGrid#createFixedLayer()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

createFixedLayer(children) → {

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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FlexLayer#position
  • References/Game Development/Phaser/Game Scaling/FlexLayer

position : Phaser.Point Source code:

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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FlexLayer#length
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

alignTo(parent, position, offsetX, offsetY) → {

2025-01-10 15:47:30
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

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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