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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

segments The segments that make up the rope body as an array of Phaser.Rectangles Properties:

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

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

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

world : Phaser.Point The world coordinates of this

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