Rope#game
  • References/Game Development/Phaser/Display/Rope

game : Phaser.Game A reference to the currently running Game

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Image#autoCull
  • References/Game Development/Phaser/Display/Image

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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Button#justReleasedPreventsOver
  • References/Game Development/Phaser/Display/Button

justReleasedPreventsOver : Phaser.PointerMode

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TileSprite#animations
  • References/Game Development/Phaser/Display/TileSprite

animations : Phaser.AnimationManager

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TileSprite#tileScaleOffset
  • References/Game Development/Phaser/Display/TileSprite

tileScaleOffset :Point A point that represents the scale of the texture object

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Rope#blendMode
  • References/Game Development/Phaser/Display/Rope

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

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Image#revive()
  • References/Game Development/Phaser/Display/Image

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Image#sendToBack()
  • References/Game Development/Phaser/Display/Image

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Rope#texture
  • References/Game Development/Phaser/Display/Rope

texture : PIXI.Texture The texture of the

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Rope#destroyPhase
  • References/Game Development/Phaser/Display/Rope

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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