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

getRandom(startIndex, length) → {any} Returns

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

getAll(property, value, startIndex, endIndex)

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

moveAll(group, silent) → {Phaser

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

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

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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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