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

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
FlexLayer#total
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] total : integer Total number of existing children in the group.

2025-01-10 15:47:30
FlexLayer#length
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] length : integer Total number of children in this group, regardless of exists/alive

2025-01-10 15:47:30
FlexLayer#resetCursor()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

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

2025-01-10 15:47:30
FlexLayer#customSort()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

2025-01-10 15:47:30
FlexLayer#replace()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

2025-01-10 15:47:30
FlexLayer#removeBetween()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

removeBetween(startIndex, endIndex, destroy, silent)

2025-01-10 15:47:30
FlexLayer#getBottom()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

2025-01-10 15:47:30
FlexLayer#topRight
  • References/Game Development/Phaser/Game Scaling/FlexLayer

topRight : Phaser.Point Source code:

2025-01-10 15:47:30
FlexLayer#getByName()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getByName(name) → {any} Searches the Group for the first instance of a child with the name

2025-01-10 15:47:30