ScaleManager#startFullScreen()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

startFullScreen(antialias, allowTrampoline) → {boolean}

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

2025-01-10 15:47:30
ScaleManager.USER_SCALE
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] USER_SCALE : integer A scale mode that allows a custom scale factor - see

2025-01-10 15:47:30
ScaleManager#parentIsWindow
  • References/Game Development/Phaser/Game Scaling/ScaleManager

parentIsWindow : boolean If the parent container of the Game canvas is the browser window itself (i.e. document.body),rather

2025-01-10 15:47:30
FlexLayer#countDead()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

2025-01-10 15:47:30
FlexLayer#sort()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

sort(key, order) Sort the children in the group according to a particular

2025-01-10 15:47:30
FlexLayer#ignoreChildInput
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

2025-01-10 15:47:30
FlexLayer#enableBodyDebug
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

2025-01-10 15:47:30
FlexLayer#rotation
  • References/Game Development/Phaser/Game Scaling/FlexLayer

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

2025-01-10 15:47:30
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

2025-01-10 15:47:30