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

2025-01-10 15:47:30
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
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

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

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

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

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

getClosestTo(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

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

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

2025-01-10 15:47:30