Rope

Phaser.GameObjects.Rope

A Rope Game Object.

The Rope object is WebGL only and does not have a Canvas counterpart.

A Rope is a special kind of Game Object that has a texture is stretched along its entire length.

Unlike a Sprite, it isn't restricted to using just a quad and can have as many vertices as you define when creating it. The vertices can be arranged in a horizontal or vertical strip and have their own color and alpha values as well.

A Ropes origin is always 0.5 x 0.5 and cannot be changed.

Constructor

new Rope(scene, [x], [y], [texture], [frame], [points], [horizontal], [colors], [alphas])

Parameters

name

type

optional

default

description

scene

Phaser.Scene

No

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

x

number

Yes

0

The horizontal position of this Game Object in the world.

y

number

Yes

0

The vertical position of this Game Object in the world.

texture

string

Yes

The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. If not given, __DEFAULT is used.

frame

string | number

null

Yes

points

number | Array.<Phaser.Types.Math.Vector2Like>

Yes

2

An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided a simple quad is created. See setPoints to set this post-creation.

horizontal

boolean

Yes

true

Should the vertices of this Rope be aligned horizontally (true), or vertically (false)?

colors

Array.<number>

Yes

An optional array containing the color data for this Rope. You should provide one color value per pair of vertices.

alphas

Array.<number>

Yes

An optional array containing the alpha data for this Rope. You should provide one alpha value per pair of vertices.


Scope: static

Extends

Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Flip
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Pipeline
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.Size
Phaser.GameObjects.Components.Texture
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Phaser.GameObjects.Components.ScrollFactor

Source: src/gameobjects/rope/Rope.js#L15
Since: 3.23.0

Public Members

active

active: boolean

Description:

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

Inherits: Phaser.GameObjects.GameObject#active

Source: src/gameobjects/GameObject.js#L113
Since: 3.0.0


alpha

alpha: number

Description:

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

Inherits: Phaser.GameObjects.Components.AlphaSingle#alpha

Source: src/gameobjects/components/AlphaSingle.js#L68
Since: 3.0.0


alphas

alphas: Float32Array

Description:

An array containing the alpha data for this Rope.

Alphas should be given as float values, such as 0.5. You should provide two alpha values for every point in the Rope, one for the top and one for the bottom of each quad.

You can modify the contents of this array directly in real-time, however, should you need to change the size of the array, then you should use the setAlphas method instead.

Source: src/gameobjects/rope/Rope.js#L154
Since: 3.23.0


angle

angle: number

Description:

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Inherits: Phaser.GameObjects.Components.Transform#angle

Source: src/gameobjects/components/Transform.js#L211
Since: 3.0.0


anims

anims: Phaser.Animations.AnimationState

Description:

The Animation State of this Rope.

Source: src/gameobjects/rope/Rope.js#L89
Since: 3.23.0


blendMode

blendMode: Phaser.BlendModes, string, number

Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

Inherits: Phaser.GameObjects.Components.BlendMode#blendMode

Source: src/gameobjects/components/BlendMode.js#L30
Since: 3.0.0


body

body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType

Description:

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Inherits: Phaser.GameObjects.GameObject#body

Source: src/gameobjects/GameObject.js#L186
Since: 3.0.0


cameraFilter

cameraFilter: number

Description:

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Inherits: Phaser.GameObjects.GameObject#cameraFilter

Source: src/gameobjects/GameObject.js#L160
Since: 3.0.0


colors

colors: Uint32Array

Description:

An array containing the color data for this Rope.

Colors should be given as numeric RGB values, such as 0xff0000. You should provide two color values for every point in the Rope, one for the top and one for the bottom of each quad.

You can modify the contents of this array directly in real-time, however, should you need to change the size of the array, then you should use the setColors method instead.

Source: src/gameobjects/rope/Rope.js#L139
Since: 3.23.0


data

data: Phaser.Data.DataManager

Description:

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Inherits: Phaser.GameObjects.GameObject#data

Source: src/gameobjects/GameObject.js#L136
Since: 3.0.0


debugCallback

debugCallback: function

Description:

You can optionally choose to render the vertices of this Rope to a Graphics instance.

Achieve this by setting the debugCallback and the debugGraphic properties.

You can do this in a single call via the Rope.setDebug method, which will use the built-in debug function. You can also set it to your own callback. The callback will be invoked once per render and sent the following parameters:

debugCallback(src, meshLength, verts)

src is the Rope instance being debugged. meshLength is the number of mesh vertices in total. verts is an array of the translated vertex coordinates.

To disable rendering, set this property back to null.

Source: src/gameobjects/rope/Rope.js#L244
Since: 3.23.0


debugGraphic

debugGraphic: Phaser.GameObjects.Graphics

Description:

The Graphics instance that the debug vertices will be drawn to, if setDebug has been called.

Source: src/gameobjects/rope/Rope.js#L267
Since: 3.23.0


defaultPipeline

defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline

Source: src/gameobjects/components/Pipeline.js#L19
Since: 3.0.0


depth

depth: number

Description:

The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Inherits: Phaser.GameObjects.Components.Depth#depth

Source: src/gameobjects/components/Depth.js#L30
Since: 3.0.0


dirty

dirty: boolean

Description:

If the Rope is marked as dirty it will automatically recalculate its vertices the next time it renders. You can also force this by calling updateVertices.

Source: src/gameobjects/rope/Rope.js#L181
Since: 3.23.0


displayHeight

displayHeight: number

Description:

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Inherits: Phaser.GameObjects.Components.Size#displayHeight

Source: src/gameobjects/components/Size.js#L78
Since: 3.0.0


displayList

displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer

Description:

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

Inherits: Phaser.GameObjects.GameObject#displayList

Source: src/gameobjects/GameObject.js#L53
Since: 3.50.0


displayWidth

displayWidth: number

Description:

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Inherits: Phaser.GameObjects.Components.Size#displayWidth

Source: src/gameobjects/components/Size.js#L53
Since: 3.0.0


flipX

flipX: boolean

Description:

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Overrides: Phaser.GameObjects.Components.Flip#flipX

Source: src/gameobjects/rope/Rope.js#L1067
Since: 3.23.0


flipY

flipY: boolean

Description:

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Overrides: Phaser.GameObjects.Components.Flip#flipY

Source: src/gameobjects/rope/Rope.js#L1095
Since: 3.23.0


frame

frame: Phaser.Textures.Frame

Description:

The Texture Frame this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.Texture#frame

Source: src/gameobjects/components/Texture.js#L30
Since: 3.0.0


hasPostPipeline

hasPostPipeline: boolean

Description:

Does this Game Object have any Post Pipelines set?

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0


hasTransformComponent

hasTransformComponent: boolean

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0


height

height: number

Description:

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

Inherits: Phaser.GameObjects.Components.Size#height

Source: src/gameobjects/components/Size.js#L40
Since: 3.0.0


horizontal

horizontal: boolean

Description:

Are the Rope vertices aligned horizontally, in a strip, or vertically, in a column?

This property is set during instantiation and cannot be changed directly. See the setVertical and setHorizontal methods.

Source: src/gameobjects/rope/Rope.js#L191
Since: 3.23.0


ignoreDestroy

ignoreDestroy: boolean

Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Inherits: Phaser.GameObjects.GameObject#ignoreDestroy

Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0


input

input: Phaser.Types.Input.InteractiveObject

Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Inherits: Phaser.GameObjects.GameObject#input

Source: src/gameobjects/GameObject.js#L175
Since: 3.0.0


mask

mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask

Description:

The Mask this Game Object is using during render.

Inherits: Phaser.GameObjects.Components.Mask#mask

Source: src/gameobjects/components/Mask.js#L19
Since: 3.0.0


name

name: string

Description:

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Inherits: Phaser.GameObjects.GameObject#name

Source: src/gameobjects/GameObject.js#L102
Since: 3.0.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

The parent Container of this Game Object, if it has one.

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0


pipeline

pipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The current WebGL pipeline of this Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipeline

Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0


pipelineData

pipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData

Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0


points

points: Array.<Phaser.Types.Math.Vector2Like>

Description:

An array containing the points data for this Rope.

Each point should be given as a Vector2Like object (i.e. a Vector2, Geom.Point or object with public x/y properties).

The point coordinates are given in local space, where 0 x 0 is the start of the Rope strip.

You can modify the contents of this array directly in real-time to create interesting effects. If you do so, be sure to call setDirty after modifying this array, so that the vertices data is updated before the next render. Alternatively, you can use the setPoints method instead.

Should you need to change the size of this array, then you should always use the setPoints method.

Source: src/gameobjects/rope/Rope.js#L98
Since: 3.23.0


postFX

postFX: Phaser.GameObjects.Components.FX

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0


postPipelineData

postPipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0


postPipelines

postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0


preFX

preFX: Phaser.GameObjects.Components.FX

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0


renderFlags

renderFlags: number

Description:

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Inherits: Phaser.GameObjects.GameObject#renderFlags

Source: src/gameobjects/GameObject.js#L148
Since: 3.0.0


rotation

rotation: number

Description:

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

Inherits: Phaser.GameObjects.Components.Transform#rotation

Source: src/gameobjects/components/Transform.js#L238
Since: 3.0.0


scale

scale: number

Description:

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Inherits: Phaser.GameObjects.Components.Transform#scale

Source: src/gameobjects/components/Transform.js#L113
Since: 3.18.0


scaleX

scaleX: number

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0


scaleY

scaleY: number

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Inherits: Phaser.GameObjects.GameObject#scene

Source: src/gameobjects/GameObject.js#L39
Since: 3.0.0


scrollFactorX

scrollFactorX: number

Description:

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX

Source: src/gameobjects/components/ScrollFactor.js#L16
Since: 3.0.0


scrollFactorY

scrollFactorY: number

Description:

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY

Source: src/gameobjects/components/ScrollFactor.js#L40
Since: 3.0.0


state

state: number, string

Description:

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Inherits: Phaser.GameObjects.GameObject#state

Source: src/gameobjects/GameObject.js#L77
Since: 3.16.0


tabIndex

tabIndex: number

Description:

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Inherits: Phaser.GameObjects.GameObject#tabIndex

Source: src/gameobjects/GameObject.js#L125
Since: 3.0.0


texture

texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture

Description:

The Texture this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.Texture#texture

Source: src/gameobjects/components/Texture.js#L21
Since: 3.0.0


tintFill

tintFill: boolean

Description:

The tint fill mode.

false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

Source: src/gameobjects/rope/Rope.js#L169
Since: 3.23.0


type

type: string

Description:

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Inherits: Phaser.GameObjects.GameObject#type

Source: src/gameobjects/GameObject.js#L67
Since: 3.0.0


uv

uv: Float32Array

Description:

An array containing the uv data for this Rope.

This data is calculated automatically in the setPoints method, based on the points provided.

Source: src/gameobjects/rope/Rope.js#L128
Since: 3.23.0


vertices

vertices: Float32Array

Description:

An array containing the vertices data for this Rope.

This data is calculated automatically in the updateVertices method, based on the points provided.

Source: src/gameobjects/rope/Rope.js#L117
Since: 3.23.0


visible

visible: boolean

Description:

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Inherits: Phaser.GameObjects.Components.Visible#visible

Source: src/gameobjects/components/Visible.js#L31
Since: 3.0.0


w

w: number

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0


width

width: number

Description:

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

Inherits: Phaser.GameObjects.Components.Size#width

Source: src/gameobjects/components/Size.js#L27
Since: 3.0.0


x

x: number

Description:

The x position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#x

Source: src/gameobjects/components/Transform.js#L70
Since: 3.0.0


y

y: number

Description:

The y position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#y

Source: src/gameobjects/components/Transform.js#L80
Since: 3.0.0


z

z: number

Description:

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

Inherits: Phaser.GameObjects.Components.Transform#z

Source: src/gameobjects/components/Transform.js#L90
Since: 3.0.0


Private Members

_alpha

_alpha: number

Description:

Private internal value. Holds the global alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.AlphaSingle#_alpha

Source: src/gameobjects/components/AlphaSingle.js#L22
Since: 3.0.0


_blendMode

_blendMode: number

Description:

Private internal value. Holds the current blend mode.

Access: private

Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode

Source: src/gameobjects/components/BlendMode.js#L19
Since: 3.0.0


_depth

_depth: number

Description:

Private internal value. Holds the depth of the Game Object.

Access: private

Inherits: Phaser.GameObjects.Components.Depth#_depth

Source: src/gameobjects/components/Depth.js#L19
Since: 3.0.0


_flipX

_flipX: boolean

Description:

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Access: private

Source: src/gameobjects/rope/Rope.js#L204
Since: 3.23.0


_flipY

_flipY: boolean

Description:

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Access: private

Source: src/gameobjects/rope/Rope.js#L219
Since: 3.23.0


_perp

_perp: Phaser.Math.Vector2

Description:

Internal Vector2 used for vertices updates.

Access: private

Source: src/gameobjects/rope/Rope.js#L234
Since: 3.23.0


_rotation

_rotation: number

Description:

Private internal value. Holds the rotation value in radians.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_rotation

Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0


_scaleX

_scaleX: number

Description:

Private internal value. Holds the horizontal scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleX

Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0


_scaleY

_scaleY: number

Description:

Private internal value. Holds the vertical scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleY

Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0


_sizeComponent

_sizeComponent: boolean

Description:

A property indicating that a Game Object has this component.

Access: private

Inherits: Phaser.GameObjects.Components.Size#_sizeComponent

Source: src/gameobjects/components/Size.js#L16
Since: 3.2.0


_visible

_visible: boolean

Description:

Private internal value. Holds the visible value.

Access: private

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0


isCropped

isCropped: boolean

Description:

Internal flag. Not to be set by this Game Object.

Access: private

Inherits: Phaser.GameObjects.Components.Texture#isCropped

Source: src/gameobjects/components/Texture.js#L39
Since: 3.11.0


Public Methods

addedToScene

<instance> addedToScene()

Description:

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#addedToScene

Source: src/gameobjects/GameObject.js#L562
Since: 3.50.0


addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


addToDisplayList

<instance> addToDisplayList([displayList])

Description:

Adds this Game Object to the given Display List.

If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.

A Game Object can only exist on one Display List at any given time, but may move freely between them.

If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Parameters:

name

type

optional

description

displayList

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

Yes

The Display List to add to. Defaults to the Scene Display List.

Returns: Phaser.GameObjects.Rope - This Game Object.

Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE

Inherits: Phaser.GameObjects.GameObject#addToDisplayList

Source: src/gameobjects/GameObject.js#L684
Since: 3.53.0


addToUpdateList

<instance> addToUpdateList()

Description:

Adds this Game Object to the Update List belonging to the Scene.

When a Game Object is added to the Update List it will have its preUpdate method called every game frame. This method is passed two parameters: delta and time.

If you wish to run your own logic within preUpdate then you should always call super.preUpdate(delta, time) within it, or it may fail to process required operations, such as Sprite animations.

Returns: Phaser.GameObjects.Rope - This Game Object.

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0


clearAlpha

<instance> clearAlpha()

Description:

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#clearAlpha

Source: src/gameobjects/components/AlphaSingle.js#L33
Since: 3.0.0


clearFX

<instance> clearFX()

Description:

Removes all Pre and Post FX Controllers from this Game Object.

If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

Tags:

  • webglOnly

Returns: Phaser.GameObjects.Rope - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX

Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0


clearMask

<instance> clearMask([destroyMask])

Description:

Clears the mask that this Game Object was using.

Parameters:

name

type

optional

default

description

destroyMask

boolean

Yes

false

Destroy the mask before clearing it?

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#clearMask

Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2


copyPosition

<instance> copyPosition(source)

Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#copyPosition

Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0


createBitmapMask

<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])

Description:

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

maskObject

Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture

Yes

The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

x

number

Yes

If creating a Game Object, the horizontal position in the world.

y

number

Yes

If creating a Game Object, the vertical position in the world.

texture

string | Phaser.Textures.Texture

Yes

If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

frame

string | number

Phaser.Textures.Frame

Yes

Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2


createGeometryMask

<instance> createGeometryMask([graphics])

Description:

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

graphics

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask

Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2


destroy

<instance> destroy([fromScene])

Description:

Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

Also removes itself from the Input Manager and Physics Manager if previously enabled.

Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:

name

type

optional

default

description

fromScene

boolean

Yes

false

True if this Game Object is being destroyed by the Scene, false if not.

Fires: Phaser.GameObjects.Events#event:DESTROY

Inherits: Phaser.GameObjects.GameObject#destroy

Source: src/gameobjects/GameObject.js#L855
Since: 3.0.0


disableInteractive

<instance> disableInteractive([resetCursor])

Description:

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


getData

<instance> getData(key)

Description:

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:

name

type

optional

description

key

string | Array.<string>

No

The key of the value to retrieve, or an array of keys.

Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.

Inherits: Phaser.GameObjects.GameObject#getData

Source: src/gameobjects/GameObject.js#L416
Since: 3.0.0


getDisplayList

<instance> getDisplayList()

Description:

Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.

If this Game Object is not on a display list or in a container, it will return null.

You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.

Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null.

Inherits: Phaser.GameObjects.GameObject#getDisplayList

Source: src/gameobjects/GameObject.js#L823
Since: 3.85.0


getIndexList

<instance> getIndexList()

Description:

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Returns: Array.<number> - An array of display list position indexes.

Inherits: Phaser.GameObjects.GameObject#getIndexList

Source: src/gameobjects/GameObject.js#L635
Since: 3.4.0


getLocalPoint

<instance> getLocalPoint(x, y, [point], [camera])

Description:

Takes the given x and y coordinates and converts them into local space for this Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no camera is specified, it will use the main camera from the Scene to which this Game Object belongs.

Parameters:

name

type

optional

description

x

number

No

The x position to translate.

y

number

No

The y position to translate.

point

Phaser.Math.Vector2

Yes

A Vector2, or point-like object, to store the results in.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera which is being tested against. If not given will use the Scene default camera.

Returns: Phaser.Math.Vector2 - The translated point.

Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint

Source: src/gameobjects/components/Transform.js#L542
Since: 3.50.0


getLocalTransformMatrix

<instance> getLocalTransformMatrix([tempMatrix])

Description:

Gets the local transform matrix for this Game Object.

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

The matrix to populate with the values from this Game Object.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix

Source: src/gameobjects/components/Transform.js#L484
Since: 3.4.0


getParentRotation

<instance> getParentRotation()

Description:

Gets the sum total rotation of all of this Game Objects parent Containers.

The returned value is in radians and will be zero if this Game Object has no parent container.

Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#getParentRotation

Source: src/gameobjects/components/Transform.js#L592
Since: 3.18.0


getPipelineName

<instance> getPipelineName()

Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

Tags:

  • webglOnly

Returns: string - The string-based name of the pipeline being used by this Game Object, or null.

Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName

Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0


getPostPipeline

<instance> getPostPipeline(pipeline)

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | function

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0


getWorldTransformMatrix

<instance> getWorldTransformMatrix([tempMatrix], [parentMatrix])

Description:

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

The matrix to populate with the values from this Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

A temporary matrix to hold parent values during the calculations.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix

Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0


incData

<instance> incData(key, [amount])

Description:

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name

type

optional

default

description

key

string

No

The key to change the value for.

amount

number

Yes

1

The amount to increase the given key by. Pass a negative value to decrease the key.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#incData

Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0


initPipeline

<instance> initPipeline([pipeline])

Description:

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

Yes

Either the string-based name of the pipeline, or a pipeline instance to set.

Returns: boolean - true if the pipeline was set successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline

Source: src/gameobjects/components/Pipeline.js#L53
Since: 3.0.0


initPostPipeline

<instance> initPostPipeline([preFX])

Description:

This should only be called during the instantiation of the Game Object.

It is called by default by all core Game Objects and doesn't need calling again.

After that, use setPostPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

preFX

boolean

Yes

false

Does this Game Object support Pre FX?

Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


play

<instance> play(key, [ignoreIfPlaying], [startFrame])

Description:

Start playing the given animation.

Parameters:

name

type

optional

default

description

key

string

No

The string-based key of the animation to play.

ignoreIfPlaying

boolean

Yes

false

If an animation is already playing then ignore this call.

startFrame

number

Yes

0

Optionally start the animation playing from this frame index.

Returns: Phaser.GameObjects.Rope - This Game Object.

Source: src/gameobjects/rope/Rope.js#L328
Since: 3.23.0


preUpdate

<instance> preUpdate(time, delta)

Description:

The Rope update loop.

Access: protected

Parameters:

name

type

optional

description

time

number

No

The current timestamp.

delta

number

No

The delta time, in ms, elapsed since the last frame.

Source: src/gameobjects/rope/Rope.js#L305
Since: 3.23.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removedFromScene

<instance> removedFromScene()

Description:

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#removedFromScene

Source: src/gameobjects/GameObject.js#L577
Since: 3.50.0


removeFromDisplayList

<instance> removeFromDisplayList()

Description:

Removes this Game Object from the Display List it is currently on.

A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Returns: Phaser.GameObjects.Rope - This Game Object.

Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE

Inherits: Phaser.GameObjects.GameObject#removeFromDisplayList

Source: src/gameobjects/GameObject.js#L760
Since: 3.53.0


removeFromUpdateList

<instance> removeFromUpdateList()

Description:

Removes this Game Object from the Scene's Update List.

When a Game Object is on the Update List, it will have its preUpdate method called every game frame. Calling this method will remove it from the list, preventing this.

Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.

Returns: Phaser.GameObjects.Rope - This Game Object.

Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList

Source: src/gameobjects/GameObject.js#L798
Since: 3.53.0


removeInteractive

<instance> removeInteractive([resetCursor])

Description:

If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#removeInteractive

Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.GameObjects.Rope - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


removePostPipeline

<instance> removePostPipeline(pipeline)

Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

The string-based name of the pipeline, or a pipeline class.

Returns: Phaser.GameObjects.Rope - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0


renderDebugVerts

<instance> renderDebugVerts(src, meshLength, verts)

Description:

The built-in Rope vertices debug rendering method.

See Rope.setDebug for more details.

Parameters:

name

type

optional

description

src

Phaser.GameObjects.Rope

No

The Rope object being rendered.

meshLength

number

No

The number of vertices in the mesh.

verts

Array.<number>

No

An array of translated vertex coordinates.

Source: src/gameobjects/rope/Rope.js#L1002
Since: 3.23.0


resetFlip

<instance> resetFlip()

Description:

Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#resetFlip

Source: src/gameobjects/components/Flip.js#L140
Since: 3.0.0


resetPipeline

<instance> resetPipeline([resetData])

Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the pipelineData object to being an empty object?

Returns: boolean - true if the pipeline was reset successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline

Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0


resetPostPipeline

<instance> resetPostPipeline([resetData])

Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0


resizeArrays

<instance> resizeArrays(newSize)

Description:

Resizes all of the internal arrays: vertices, uv, colors and alphas to the new given Rope segment total.

Parameters:

name

type

optional

description

newSize

number

No

The amount of segments to split the Rope in to.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L845
Since: 3.23.0


setAbove

<instance> setAbove(gameObject)

Description:

Move this Game Object so that it appears above the given Game Object.

This means it will render immediately after the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be above.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setAbove

Source: src/gameobjects/components/Depth.js#L139
Since: 3.85.0


setActive

<instance> setActive(value)

Description:

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:

name

type

optional

description

value

boolean

No

True if this Game Object should be set as active, false if not.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0


setAlpha

<instance> setAlpha([value])

Description:

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

Parameters:

name

type

optional

default

description

value

number

Yes

1

The alpha value applied across the whole Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#setAlpha

Source: src/gameobjects/components/AlphaSingle.js#L48
Since: 3.0.0


setAlphas

<instance> setAlphas([alphas], [bottomAlpha])

Description:

Set the alpha values used by the Rope during rendering.

You can provide the values in a number of ways:

  1. One single numeric value: setAlphas(0.5) - This will set a single alpha for the whole Rope.
  2. Two numeric value: setAlphas(1, 0.5) - This will set a 'top' and 'bottom' alpha value across the whole Rope.
  3. An array of values: setAlphas([ 1, 0.5, 0.2 ])

If you provide an array of values and the array has exactly the same number of values as points in the Rope, it will use each alpha value per rope segment.

If the provided array has a different number of values than points then it will use the values in order, from the first Rope segment and on, until it runs out of values. This allows you to control the alpha values at all vertices in the Rope.

Note this method is called setAlphas (plural) and not setAlpha.

Parameters:

name

type

optional

description

alphas

number | Array.<number>

Yes

Either a single alpha value, or an array of values. If nothing is provided alpha is reset to 1.

bottomAlpha

number

Yes

An optional bottom alpha value. See the method description for details.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L451
Since: 3.23.0


setAngle

<instance> setAngle([degrees])

Description:

Sets the angle of this Game Object.

Parameters:

name

type

optional

default

description

degrees

number

Yes

0

The rotation of this Game Object, in degrees.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setAngle

Source: src/gameobjects/components/Transform.js#L364
Since: 3.0.0


setBelow

<instance> setBelow(gameObject)

Description:

Move this Game Object so that it appears below the given Game Object.

This means it will render immediately under the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be below.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setBelow

Source: src/gameobjects/components/Depth.js#L167
Since: 3.85.0


setBlendMode

<instance> setBlendMode(value)

Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE (only works when rendering to a framebuffer, like a Render Texture)

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

Parameters:

name

type

optional

description

value

string | Phaser.BlendModes

number

No

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0


setColors

<instance> setColors([colors])

Description:

Set the color values used by the Rope during rendering.

Colors are used to control the level of tint applied across the Rope texture.

You can provide the values in a number of ways:

  • One single numeric value: setColors(0xff0000) - This will set a single color tint for the whole Rope.
  • An array of values: setColors([ 0xff0000, 0x00ff00, 0x0000ff ])

If you provide an array of values and the array has exactly the same number of values as points in the Rope, it will use each color per rope segment.

If the provided array has a different number of values than points then it will use the values in order, from the first Rope segment and on, until it runs out of values. This allows you to control the color values at all vertices in the Rope.

Parameters:

name

type

optional

description

colors

number | Array.<number>

Yes

Either a single color value, or an array of values. If nothing is provided color is reset to 0xffffff.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L550
Since: 3.23.0


setData

<instance> setData(key, [data])

Description:

Allows you to store a key value pair within this Game Objects Data Manager.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

sprite.setData('name', 'Red Gem Stone');

You can also pass in an object of key value pairs as the first argument:

sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

To get a value back again you can call getData:

sprite.getData('gold');

Or you can access the value directly via the values property, where it works like any other variable:

sprite.data.values.gold += 50;

When the value is first set, a setdata event is emitted from this Game Object.

If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

Tags:

  • generic
  • genericUse

Parameters:

name

type

optional

description

key

string | object

No

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data

*

Yes

The value to set for the given key. If an object is provided as the key this argument is ignored.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setData

Source: src/gameobjects/GameObject.js#L295
Since: 3.0.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0


setDebug

<instance> setDebug([graphic], [callback])

Description:

This method enables rendering of the Rope vertices to the given Graphics instance.

If you enable this feature, you must call Graphics.clear() in your Scene update, otherwise the Graphics instance you provide to debug will fill-up with draw calls, eventually crashing the browser. This is not done automatically to allow you to debug draw multiple Rope objects to a single Graphics instance.

The Rope class has a built-in debug rendering callback Rope.renderDebugVerts, however you can also provide your own callback to be used instead. Do this by setting the callback parameter.

The callback is invoked once per render and sent the following parameters:

callback(src, meshLength, verts)

src is the Rope instance being debugged. meshLength is the number of mesh vertices in total. verts is an array of the translated vertex coordinates.

If using your own callback you do not have to provide a Graphics instance to this method.

To disable debug rendering, to either your own callback or the built-in one, call this method with no arguments.

Parameters:

name

type

optional

description

graphic

Phaser.GameObjects.Graphics

Yes

The Graphic instance to render to if using the built-in callback.

callback

function

Yes

The callback to invoke during debug render. Leave as undefined to use the built-in callback.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L950
Since: 3.23.0


setDepth

<instance> setDepth(value)

Description:

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Parameters:

name

type

optional

description

value

number

No

The depth of this Game Object. Ensure this value is only ever a number data-type.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setDepth

Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0


setDirty

<instance> setDirty()

Description:

Flags this Rope as being dirty. A dirty rope will recalculate all of its vertices data the next time it renders. You should set this rope as dirty if you update the points array directly.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L347
Since: 3.23.0


setDisplaySize

<instance> setDisplaySize(width, height)

Description:

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:

name

type

optional

description

width

number

No

The width of this Game Object.

height

number

No

The height of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Size#setDisplaySize

Source: src/gameobjects/components/Size.js#L166
Since: 3.0.0


setFlip

<instance> setFlip(x, y)

Description:

Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

x

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

y

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlip

Source: src/gameobjects/components/Flip.js#L117
Since: 3.0.0


setFlipX

<instance> setFlipX(value)

Description:

Sets the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlipX

Source: src/gameobjects/components/Flip.js#L79
Since: 3.0.0


setFlipY

<instance> setFlipY(value)

Description:

Sets the vertical flipped state of this Game Object.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlipY

Source: src/gameobjects/components/Flip.js#L100
Since: 3.0.0


setFrame

<instance> setFrame(frame, [updateSize], [updateOrigin])

Description:

Sets the frame this Game Object will use to render with.

If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.

If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.

Calling setFrame will modify the width and height properties of your Game Object.

It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:

name

type

optional

default

description

frame

string | number

Phaser.Textures.Frame

No

updateSize

boolean

Yes

true

Should this call adjust the size of the Game Object?

updateOrigin

boolean

Yes

true

Should this call adjust the origin of the Game Object?

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Texture#setFrame

Source: src/gameobjects/components/Texture.js#L75
Since: 3.0.0


setHorizontal

<instance> setHorizontal([points], [colors], [alphas])

Description:

Sets the alignment of the points in this Rope to be horizontal, in a strip format.

Calling this method will reset this Rope. The current points, vertices, colors and alpha values will be reset to thoes values given as parameters.

Parameters:

name

type

optional

description

points

number | Array.<Phaser.Types.Math.Vector2Like>

Yes

An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided the current points length is used.

colors

number | Array.<number>

Yes

Either a single color value, or an array of values.

alphas

number | Array.<number>

Yes

Either a single alpha value, or an array of values.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L364
Since: 3.23.0


setInteractive

<instance> setInteractive([hitArea], [callback], [dropZone])

Description:

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:

name

type

optional

default

description

hitArea

Phaser.Types.Input.InputConfiguration | any

Yes

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

dropZone

boolean

Yes

false

Should this Game Object be treated as a drop zone target?

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0


setMask

<instance> setMask(mask)

Description:

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:

name

type

optional

description

mask

Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

No

The mask this Game Object will use when rendering.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#setMask

Source: src/gameobjects/components/Mask.js#L28
Since: 3.6.2


setName

<instance> setName(value)

Description:

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:

name

type

optional

description

value

string

No

The name to be given to this Game Object.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0


setPipeline

<instance> setPipeline(pipeline, [pipelineData], [copyData])

Description:

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

No

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData

object

Yes

Optional pipeline data object that is set in to the pipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline

Source: src/gameobjects/components/Pipeline.js#L100
Since: 3.0.0


setPipelineData

<instance> setPipelineData(key, [value])

Description:

Adds an entry to the pipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData

Source: src/gameobjects/components/Pipeline.js#L144
Since: 3.50.0


setPoints

<instance> setPoints([points], [colors], [alphas])

Description:

Sets the points used by this Rope.

The points should be provided as an array of Vector2, or vector2-like objects (i.e. those with public x/y properties).

Each point corresponds to one segment of the Rope. The more points in the array, the more segments the rope has.

Point coordinates are given in local-space, not world-space, and are directly related to the size of the texture this Rope object is using.

For example, a Rope using a 512 px wide texture, split into 4 segments (128px each) would use the following points:

rope.setPoints([
  { x: 0, y: 0 },
  { x: 128, y: 0 },
  { x: 256, y: 0 },
  { x: 384, y: 0 }
]);

Or, you can provide an integer to do the same thing:

rope.setPoints(4);

Which will divide the Rope into 4 equally sized segments based on the frame width.

Note that calling this method with a different number of points than the Rope has currently will reset the color and alpha values, unless you provide them as arguments to this method.

Parameters:

name

type

optional

default

description

points

number | Array.<Phaser.Types.Math.Vector2Like>

Yes

2

An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided a simple quad is created.

colors

number | Array.<number>

Yes

Either a single color value, or an array of values.

alphas

number | Array.<number>

Yes

Either a single alpha value, or an array of values.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L635
Since: 3.23.0


setPosition

<instance> setPosition([x], [y], [z], [w])

Description:

Sets the position of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The x position of this Game Object.

y

number

Yes

"x"

The y position of this Game Object. If not set it will use the x value.

z

number

Yes

0

The z position of this Game Object.

w

number

Yes

0

The w position of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setPosition

Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0


setPostPipeline

<instance> setPostPipeline(pipelines, [pipelineData], [copyData])

Description:

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also set the postPipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipelines

string | Array.<string>

function

Array.<function()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Description:

Adds an entry to the postPipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0


setRandomPosition

<instance> setRandomPosition([x], [y], [width], [height])

Description:

Sets the position of this Game Object to be a random position within the confines of the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The x position of the top-left of the random area.

y

number

Yes

0

The y position of the top-left of the random area.

width

number

Yes

The width of the random area.

height

number

Yes

The height of the random area.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition

Source: src/gameobjects/components/Transform.js#L313
Since: 3.8.0


setRotation

<instance> setRotation([radians])

Description:

Sets the rotation of this Game Object.

Parameters:

name

type

optional

default

description

radians

number

Yes

0

The rotation of this Game Object, in radians.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRotation

Source: src/gameobjects/components/Transform.js#L345
Since: 3.0.0


setScale

<instance> setScale([x], [y])

Description:

Sets the scale of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

1

The horizontal scale of this Game Object.

y

number

Yes

"x"

The vertical scale of this Game Object. If not set it will use the x value.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setScale

Source: src/gameobjects/components/Transform.js#L383
Since: 3.0.0


setScrollFactor

<instance> setScrollFactor(x, [y])

Description:

Sets the scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal scroll factor of this Game Object.

y

number

Yes

"x"

The vertical scroll factor of this Game Object. If not set it will use the x value.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor

Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0


setSize

<instance> setSize(width, height)

Description:

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

name

type

optional

description

width

number

No

The width of this Game Object.

height

number

No

The height of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Size#setSize

Source: src/gameobjects/components/Size.js#L139
Since: 3.0.0


setSizeToFrame

<instance> setSizeToFrame([frame])

Description:

Sets the size of this Game Object to be that of the given Frame.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

name

type

optional

description

frame

Phaser.Textures.Frame | boolean

Yes

The frame to base the size of this Game Object on.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame

Source: src/gameobjects/components/Size.js#L103
Since: 3.0.0


setState

<instance> setState(value)

Description:

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:

name

type

optional

description

value

number | string

No

The state of the Game Object.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0


setTexture

<instance> setTexture(key, [frame], [updateSize], [updateOrigin])

Description:

Sets the texture and frame this Game Object will use to render with.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

Calling this method will modify the width and height properties of your Game Object.

It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:

name

type

optional

default

description

key

string | Phaser.Textures.Texture

No

The key of the texture to be used, as stored in the Texture Manager, or a Texture instance.

frame

string | number

Yes

The name or index of the frame within the Texture.

updateSize

boolean

Yes

true

Should this call adjust the size of the Game Object?

updateOrigin

boolean

Yes

true

Should this call change the origin of the Game Object?

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Texture#setTexture

Source: src/gameobjects/components/Texture.js#L49
Since: 3.0.0


setTintFill

<instance> setTintFill([value])

Description:

Sets the tint fill mode.

Mode 0 (false) is an additive tint, the default, which blends the vertices colors with the texture. This mode respects the texture alpha.

Mode 1 (true) is a fill tint. Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. This mode respects the texture alpha.

See the setColors method for details of how to color each of the vertices.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

value

boolean

Yes

false

Set to false for an Additive tint or true fill tint with alpha.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L422
Since: 3.23.0


setToBack

<instance> setToBack()

Description:

Sets this Game Object to the back of the display list, or the back of its parent container.

Being at the back means it will render below everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToBack

Source: src/gameobjects/components/Depth.js#L115
Since: 3.85.0


setToTop

<instance> setToTop()

Description:

Sets this Game Object to be at the top of the display list, or the top of its parent container.

Being at the top means it will render on-top of everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0


setVertical

<instance> setVertical([points], [colors], [alphas])

Description:

Sets the alignment of the points in this Rope to be vertical, in a column format.

Calling this method will reset this Rope. The current points, vertices, colors and alpha values will be reset to thoes values given as parameters.

Parameters:

name

type

optional

description

points

number | Array.<Phaser.Types.Math.Vector2Like>

Yes

An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided the current points length is used.

colors

number | Array.<number>

Yes

Either a single color value, or an array of values.

alphas

number | Array.<number>

Yes

Either a single alpha value, or an array of values.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L393
Since: 3.23.0


setVisible

<instance> setVisible(value)

Description:

Sets the visibility of this Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Parameters:

name

type

optional

description

value

boolean

No

The visible state of the Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0


setW

<instance> setW([value])

Description:

Sets the w position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The w position of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setW

Source: src/gameobjects/components/Transform.js#L465
Since: 3.0.0


setX

<instance> setX([value])

Description:

Sets the x position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The x position of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setX

Source: src/gameobjects/components/Transform.js#L405
Since: 3.0.0


setY

<instance> setY([value])

Description:

Sets the y position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The y position of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setY

Source: src/gameobjects/components/Transform.js#L424
Since: 3.0.0


setZ

<instance> setZ([value])

Description:

Sets the z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#setDepth instead.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The z position of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setZ

Source: src/gameobjects/components/Transform.js#L443
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js#L31
Since: 3.0.0


toggleData

<instance> toggleData(key)

Description:

Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name

type

optional

description

key

string

No

The key to toggle the value for.

Returns: Phaser.GameObjects.Rope - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0


toggleFlipX

<instance> toggleFlipX()

Description:

Toggles the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipX

Source: src/gameobjects/components/Flip.js#L45
Since: 3.0.0


toggleFlipY

<instance> toggleFlipY()

Description:

Toggles the vertical flipped state of this Game Object.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipY

Source: src/gameobjects/components/Flip.js#L64
Since: 3.0.0


toJSON

<instance> toJSON()

Description:

Returns a JSON representation of the Game Object.

Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.

Inherits: Phaser.GameObjects.GameObject#toJSON

Source: src/gameobjects/GameObject.js#L604
Since: 3.0.0


update

<instance> update([args])

Description:

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:

name

type

optional

description

args

*

Yes

args

Inherits: Phaser.GameObjects.GameObject#update

Source: src/gameobjects/GameObject.js#L592
Since: 3.0.0


updateUVs

<instance> updateUVs()

Description:

Updates all of the UVs based on the Rope.points and flipX and flipY settings.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L757
Since: 3.23.0


updateVertices

<instance> updateVertices()

Description:

Updates the vertices based on the Rope points.

This method is called automatically during rendering if Rope.dirty is true, which is set by the setPoints and setDirty methods. You should flag the Rope as being dirty if you modify the Rope points directly.

Returns: Phaser.GameObjects.Rope - This Game Object instance.

Source: src/gameobjects/rope/Rope.js#L882
Since: 3.23.0


willRender

<instance> willRender(camera)

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

Returns: boolean - True if the Game Object should be rendered, otherwise false.

Inherits: Phaser.GameObjects.GameObject#willRender

Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0


Private Methods

preDestroy

<instance> preDestroy()

Description:

Handles the pre-destroy step for the Rope, which removes the Animation component and typed arrays.

Access: private

Source: src/gameobjects/rope/Rope.js#L1044
Since: 3.23.0


renderCanvas

<instance> renderCanvas(renderer, src, camera)

Description:

This is a stub function for Rope.Render. There is no Canvas renderer for Rope objects.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.Canvas.CanvasRenderer

No

A reference to the current active Canvas renderer.

src

Phaser.GameObjects.Rope

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

Source: src/gameobjects/rope/RopeCanvasRenderer.js#L7
Since: 3.23.0


renderWebGL

<instance> renderWebGL(renderer, src, camera, parentMatrix)

Description:

Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active WebGL renderer.

src

Phaser.GameObjects.Rope

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Source: src/gameobjects/rope/RopeWebGLRenderer.js#L10
Since: 3.23.0


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