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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

createCustomLayer(width, height, children) → {

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

iterate(key, value, returnType, callback, callbackContext, args)

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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