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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

update() Override and use this function in your own custom objects to handle any update requirements you may have.

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