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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

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

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

create(x, y, key, frame, exists, index)

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

add(child, silent, index) → {

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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

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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