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

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

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

onDestroy : Phaser.Signal This signal is dispatched

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

onSizeChange : Phaser.Signal This signal is dispatched

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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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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ScaleManager.NO_SCALE
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] NO_SCALE : integer A scale mode that prevents any scaling - see

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

createFluidLayer(children) → {

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

getAt(index) → {DisplayObject | integer}

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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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