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

[readonly] children : Array.<Displa

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

bottomMiddle : Phaser.Point Source code:

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

filter(predicate, checkExists) → {Phaser

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

manager Properties: Name Type Description

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

topLeft : Phaser.Point Source code:

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this 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#enableBody
  • References/Game Development/Phaser/Game Scaling/FlexLayer

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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