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

getAt(index) → {DisplayObject | integer}

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

physicsBodyType : integer If enableBody

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

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

name : string A name for this group. Not used internally but useful for debugging.

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

removeChild(child) → {DisplayObject}

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

getFirstAlive(createIfNull, x, y, key,

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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