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

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30
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

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

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

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

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

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

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

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

bounds : Phaser.Rectangle Source

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