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#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

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

physicsBodyType : integer If enableBody

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

removeAll(destroy, silent, destroyTexture) Removes

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

getFirstDead(createIfNull, x, y, key,

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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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