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

bottomRight : Phaser.Point Source code:

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

[readonly] scaleFactor : Phaser.Point

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

fullScreenTarget :DOMElement If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.

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

alignIn(container, position, offsetX, offsetY)

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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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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