Rope#play()
  • References/Game Development/Phaser/Display/Rope

play(name, frameRate, loop, killOnComplete) → {

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

key : string | Phaser.RenderTexture |

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Rope#removeChild()
  • References/Game Development/Phaser/Display/Rope

removeChild(child) → {DisplayObject}

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

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

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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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SpriteBatch#ignoreChildInput
  • References/Game Development/Phaser/Display/SpriteBatch

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

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SpriteBatch#cursor
  • References/Game Development/Phaser/Display/SpriteBatch

cursor : DisplayObject The current

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SpriteBatch#alive
  • References/Game Development/Phaser/Display/SpriteBatch

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

animations : Phaser.AnimationManager

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Sprite#transformCallback
  • References/Game Development/Phaser/Display/Sprite

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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