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

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

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

topRight : Phaser.Point Source code:

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

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

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

cursor : DisplayObject The current

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

addChildAt(child, index) → {DisplayObject}

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