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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

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

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

getRandomExists(startIndex, endIndex) → {any}

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

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

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

iterate(key, value, returnType, callback, callbackContext, args)

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