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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

sort(key, order) Sort the children in the group according to a particular

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

enableBodyDebug : boolean If true when a physics body is created (via

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

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

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

new FlexLayer(manager, position, bounds, scale) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

addChild(child) → {DisplayObject}

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