FlexGrid#fitSprite()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

fitSprite(sprite) Fits a sprites width to the bounds. Parameters

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

new FlexLayer(manager, position, bounds, scale) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

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

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

resize() Resize. Source code:

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

parentNode :DOMElement The original DOM element for the parent of the Display canvas.This may be different in fullscreen

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