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

[readonly] physicsType : number The const physics body type of this object.

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

resetChild(child, x, y, key, frame)

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

[readonly] isFullScreen : boolean Returns true if the browser is in fullscreen mode, otherwise

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

onOrientationChange : Phaser.Signal This signal is

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

stopFullScreen() → {boolean} Stops / exits fullscreen mode, if active. Returns

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

bottomLeft : Phaser.Point Source code:

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

addMultiple(children, silent) → {Array.<

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

[readonly] width : number Target width (in pixels) of the Display canvas.

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