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

createFullLayer(children) → {

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

bounds : Phaser.Rectangle Source

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

getAt(index) → {DisplayObject | integer}

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FlexGrid#manager
  • References/Game Development/Phaser/Game Scaling/FlexGrid

manager : Phaser.ScaleManager A reference

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

createFluidLayer(children) → {

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FlexGrid#positionCustom
  • References/Game Development/Phaser/Game Scaling/FlexGrid

[readonly] positionCustom Properties: Name Type

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

refresh() Updates all internal vars such as the bounds and scale values. Source

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

physicsBodyType : integer If enableBody

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