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

createCustomLayer(width, height, children) → {

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

persist : boolean Should the FlexLayer remain through a State swap? Source

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

refresh() The "refresh" methods informs the ScaleManager that a layout refresh is required. The ScaleManager automatically queues

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

remove(child, destroy, silent) → {boolean}

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

alignIn(container, position, offsetX, offsetY)

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

[readonly] boundingParent :DOMElement The DOM element that is considered the Parent bounding

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

onFullScreenChange : Phaser.Signal This signal is

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

[readonly] aspectRatio : number The aspect ratio of the scaled Display canvas.

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