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

setProperty(child, key, value, operation, force) → {boolean}

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

setMinMax(minWidth, minHeight, maxWidth, maxHeight) Set the min and max

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

reset() Resets the layer children references Source code:

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

[readonly] isGamePortrait : boolean Returns true if the game dimensions are portrait (height

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

addMultiple(children, silent) → {Array.<

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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