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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

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

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