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

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

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

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

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ScaleManager.SHOW_ALL
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] SHOW_ALL : integer A scale mode that shows the entire game while maintaining proportions

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

classType : Object The type of objects that will be created when using

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

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

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

getClosestTo(object, callback, callbackContext) → {any}

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

onFullScreenError : Phaser.Signal This signal is dispatched

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

leaveIncorrectOrientation : Phaser.Signal This signal

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

[readonly] isPortrait : boolean Returns true if the screen orientation is in portrait mode

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