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

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

addMultiple(children, silent) → {Array.<

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

bottomRight : Phaser.Point Source code:

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

scale : Phaser.Point Source code:

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

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

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

setProperty(child, key, value, operation, force) → {boolean}

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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