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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

cursor : DisplayObject The current

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

set(child, key, value, checkAlive, checkVisible, operation,

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

alignTo(parent, position, offsetX, offsetY) → {

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

checkAll(key, value, checkAlive, checkVisible, force)

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

removeChildAt(index) → {DisplayObject}

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

getFirstExists(exists, createIfNull, x, y,

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