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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

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

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

alignIn(container, position, offsetX, offsetY)

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

addChildAt(child, index) → {DisplayObject}

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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