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

grid : Phaser.FlexGrid A reference to the

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

topLeft : Phaser.Point Source code:

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

getRandom(startIndex, length) → {any} Returns

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

manager Properties: Name Type Description

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

bottomMiddle : Phaser.Point Source code:

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