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

getAt(index) → {DisplayObject | integer}

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FlexGrid#manager
  • References/Game Development/Phaser/Game Scaling/FlexGrid

manager : Phaser.ScaleManager A reference

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

createFullLayer(children) → {

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

debug() Call in the render function to output the bounds rects. Source code:

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

removeChild(child) → {DisplayObject}

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

grid : Phaser.FlexGrid EXPERIMENTAL:

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

createFluidLayer(children) → {

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