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

getAll(property, value, startIndex, endIndex)

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

[readonly] children : Array.<Displa

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

debug() Debug. Source code:

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

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

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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