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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

topRight : Phaser.Point Source code:

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

cursor : DisplayObject The current

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

set(child, key, value, checkAlive, checkVisible, operation,

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FlexGrid#setSize()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

setSize(width, height) Sets the core game size. This resets the w/h parameters and bounds. Parameters

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

alignTo(parent, position, offsetX, offsetY) → {

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ScaleManager#forceOrientation()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

forceOrientation(forceLandscape, forcePortrait) Force the game to run in only one orientation. This

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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