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

body : Phaser.Physics.Arcade.Body |

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

[readonly] children : Array.<Displa

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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