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

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

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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

2025-01-10 15:47:30
FlexLayer#physicsType
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

2025-01-10 15:47:30
FlexLayer#resetChild()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

2025-01-10 15:47:30
ScaleManager#setUserScale()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

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

2025-01-10 15:47:30
ScaleManager#scaleFactor
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] scaleFactor : Phaser.Point

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