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

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

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

[readonly] parentScaleFactor : Phaser.Point

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

getFirstDead(createIfNull, x, y, key,

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

addAt(child, index, silent) → {

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

windowConstraints The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container. The properties are

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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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