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

addChild(child) → {DisplayObject}

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

transformCallbackContext : Object The context under which transformCallback is called.

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

body : Phaser.Physics.Arcade.Body |

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

[readonly] type : number The const type of this object.

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

animations : Phaser.AnimationManager

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

getBounds(matrix) → {Rectangle} Returns the bounds of the mesh as a rectangle. The bounds calculation

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

alignIn(container, position, offsetX, offsetY)

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