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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

getRandom(startIndex, length) → {any} Returns

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

[static] EXACT_FIT : integer A scale mode that stretches content to fill all available space

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

manager Properties: Name Type Description

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

bottomMiddle : Phaser.Point Source code:

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

getAll(property, value, startIndex, endIndex)

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

[readonly] isGameLandscape : boolean Returns true if the game dimensions are landscape (width

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

setResizeCallback(callback, context) Sets the callback that will be invoked before sizing calculations. This is the appropriate

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