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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

checkAll(key, value, checkAlive, checkVisible, force)

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

set(child, key, value, checkAlive, checkVisible, operation,

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

[readonly] total : integer Total number of existing children in the group.

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

removeChildAt(index) → {DisplayObject}

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

getRandomExists(startIndex, endIndex) → {any}

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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