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

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

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

getFirstExists(exists, createIfNull, x, y,

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

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

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

getRandomExists(startIndex, endIndex) → {any}

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

cameraOffset : Phaser.Point If this object is

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

removeChildAt(index) → {DisplayObject}

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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