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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

cursor : DisplayObject The current

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

getRandomExists(startIndex, endIndex) → {any}

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

alignIn(container, position, offsetX, offsetY)

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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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