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

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

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

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

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

reset(x, y) → {Phaser.Rope}

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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