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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

addChild(child) → {DisplayObject}

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

[readonly] sourceAspectRatio : number The aspect ratio of the original game dimensions.

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

getAll(property, value, startIndex, endIndex)

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

moveAll(group, silent) → {Phaser

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

filter(predicate, checkExists) → {Phaser

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

fullScreenScaleMode : integer The scaling method used by the ScaleManager when in fullscreen. See

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

enterIncorrectOrientation : Phaser.Signal This signal

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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