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

getAt(index) → {DisplayObject | integer}

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

removeChild(child) → {DisplayObject}

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

getFirstAlive(createIfNull, x, y, key,

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

alpha : number The alpha value of the group container. Inherited From

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

physicsBodyType : integer If enableBody

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

onDestroy : Phaser.Signal This signal is dispatched

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