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

getFirstAlive(createIfNull, x, y, key,

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

createMultiple(quantity, key, frame, exists) → {array}

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

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

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

getChildAt(index) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

enableBodyDebug : boolean If true when a physics body is created (via

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