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

leaveIncorrectOrientation : Phaser.Signal This signal

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

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

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

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

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

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

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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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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