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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

setGameSize(width, height) Set the actual Game size.Use this instead of directly changing game.width or game

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

[readonly] children : Array.<Displa

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

debug() Debug. Source code:

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

enterIncorrectOrientation : Phaser.Signal This signal

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

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

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
FlexGrid#FlexGrid
  • References/Game Development/Phaser/Game Scaling/FlexGrid

new FlexGrid(manager, width, height) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions

2025-01-10 15:47:30