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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

refresh() Updates all internal vars such as the bounds and scale values. Source

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

onResize(width, height) Called when the game container changes dimensions. Parameters

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

removeAll(destroy, silent, destroyTexture) Removes

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ScaleManager#parentScaleFactor
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] parentScaleFactor : Phaser.Point

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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ScaleManager#height
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] height : number Target height (in pixels) of the Display canvas.

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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ScaleManager#onSizeChange
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onSizeChange : Phaser.Signal This signal is dispatched

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