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

updateAnimation : Function A Rope will call its updateAnimation function on each update loop if it has one. Set to a function if

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

debug : boolean A debug flag designed for use with Game.enableStep.

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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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