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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

getFirstDead(createIfNull, x, y, key,

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

addAt(child, index, silent) → {

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

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

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

removeAll(destroy, silent, destroyTexture) Removes

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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