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

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

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

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

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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