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

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

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

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

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

2025-01-10 15:47:30
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.

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

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

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

bottomLeft : Phaser.Point Source code:

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

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

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

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30