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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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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

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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

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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

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

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

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

classType : Object The type of objects that will be created when using

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

getClosestTo(object, callback, callbackContext) → {any}

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