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

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

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

alignIn(container, position, offsetX, offsetY)

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

remove(child, destroy, silent) → {boolean}

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

topMiddle : Phaser.Point Source code:

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

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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

[readonly] physicsType : number The const physics body type of this object.

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

resetChild(child, x, y, key, frame)

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