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

addAt(child, index, silent) → {

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

createMultiple(quantity, key, frame, exists) → {array}

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

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

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

resize() Resize. Source code:

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

getChildAt(index) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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