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

getFirstAlive(createIfNull, x, y, key,

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

scaleMode : integer The scaling method used by the ScaleManager when not in fullscreen.

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

alpha : number The alpha value of the group container. Inherited From

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

physicsBodyType : integer If enableBody

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

onDestroy : 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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ScaleManager#onFullScreenInit
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onFullScreenInit : Phaser.Signal This signal is dispatched

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

addAt(child, index, silent) → {

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

getFirstDead(createIfNull, x, y, key,

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