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

removeChild(child) → {DisplayObject}

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

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

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

events : Phaser.Events All Phaser Game Objects

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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