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

alignTo(parent, position, offsetX, offsetY) → {

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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

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

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

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

removeChildAt(index) → {DisplayObject}

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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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