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

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

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

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

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

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

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

texture : PIXI.Texture The texture of the

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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