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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

addChildAt(child, index) → {DisplayObject}

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

scaleMax : Phaser.Point The maximum scale this Game

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

[readonly] previousPosition : Phaser.Point

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

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

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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