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

onDestroy : Phaser.Signal This signal is dispatched

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

removeChild(child) → {DisplayObject}

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

getChildAt(index) → {DisplayObject}

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

enableBodyDebug : boolean If true when a physics body is created (via

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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