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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

scaleMin : Phaser.Point The minimum scale this Game

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

cropRect : Phaser.Rectangle The Rectangle used

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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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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