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

setUserScale(hScale, vScale, hTrim, vTrim) Set a User scaling factor used

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

bottomRight : Phaser.Point Source code:

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

scale : Phaser.Point Source code:

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

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

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

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

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

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

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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