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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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