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

createMultiple(quantity, key, frame, exists) → {array}

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

resize() Resize. Source code:

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

add(child, silent, index) → {

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

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

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

grid : Phaser.FlexGrid A reference to the

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