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

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

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

setSize(width, height) Sets the core game size. This resets the w/h parameters and bounds. Parameters

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

removeChildAt(index) → {DisplayObject}

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

getFirstExists(exists, createIfNull, x, y,

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

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

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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