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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by

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

[static] RESIZE : integer A scale mode that causes the Game size to change - see

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

createFixedLayer(children) → {

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

cursor : DisplayObject The current

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