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

addAt(child, index, silent) → {

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

getFirstDead(createIfNull, x, y, key,

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

getChildAt(index) → {DisplayObject}

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

create(x, y, key, frame, exists, index)

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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