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

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

name : string A name for this group. Not used internally but useful for debugging.

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

alpha : number The alpha value of the group container. Inherited From

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

removeChild(child) → {DisplayObject}

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

bounds : Phaser.Rectangle Source

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

windowConstraints The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container. The properties are

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

createFullLayer(children) → {

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