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

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

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

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

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

addChild(child) → {DisplayObject}

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

getAll(property, value, startIndex, endIndex)

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

moveAll(group, silent) → {Phaser

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

filter(predicate, checkExists) → {Phaser

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