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

grid : Phaser.FlexGrid EXPERIMENTAL:

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

manager : Phaser.ScaleManager A reference

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

addAt(child, index, silent) → {

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

[readonly] positionCustom Properties: Name Type

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