Class: Rope

Phaser. Rope

Phaser.Rope

new Rope(game, x, y, key, frame, points)

A Rope is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so. Please note that Ropes, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling. Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

The x coordinate (in world space) to position the Rope at.

y number

The y coordinate (in world space) to position the Rope at.

key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.

frame string | number

If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

points Array

An array of {Phaser.Point}.

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Extends

  • PIXI.Rope

Members

angle

Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.

Properties:
Name Type Description
angle number

The angle of this Sprite in degrees.

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animations

Properties:
Name Type Description
animations Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

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autoCull

Should this Sprite be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'. Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Sprite should be automatically camera culled or not.

Default Value:
  • false
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body

By default Sprites won't add themselves to any physics system and their physics body will be null. To enable them for physics you need to call game.physics.enable(sprite, system) where sprite is this object and system is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via Sprite.body.

Important: Enabling a Sprite for P2 or Ninja physics will automatically set Sprite.anchor to 0.5 so the physics body is centered on the Sprite. If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.

Properties:
Name Type Description
body Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null
Default Value:
  • null
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cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

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checkWorldBounds

If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its bounds every frame to support it, and not all games need it. Enable it by setting the value to true.

Properties:
Name Type Description
checkWorldBounds boolean
Default Value:
  • false
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destroyPhase

Properties:
Name Type Description
destroyPhase boolean

True if this object is currently being destroyed.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

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exists

Rope.exists controls if the core game loop and physics update this Rope or not. When you set Rope.exists to false it will remove its Body from the physics world (if it has one) and also set Rope.visible to false. Setting Rope.exists to true will re-add the Body to the physics world (if it has a body) and set Rope.visible to true.

Properties:
Name Type Description
exists boolean

If the Rope is processed by the core game update and physics.

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fixedToCamera

A Rope that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Rope.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Rope was in a Group that has x: 200, then this will be added to the cameraOffset.x

Properties:
Name Type Description
fixedToCamera boolean

Set to true to fix this Rope to the Camera at its current world coordinates.

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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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input

Properties:
Name Type Description
input Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

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inputEnabled

By default a Rope won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this object to receive input events.

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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.

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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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segments

The segments that make up the rope body as an array of Phaser.Rectangles

Properties:
Name Type Description
updateAnimation array

Returns an array of Phaser.Rectangles that represent the segments of the given rope

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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updateAnimation

A Rope will call it's updateAnimation function on each update loop if it has one

Properties:
Name Type Description
updateAnimation function

Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

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x

The position of the Rope on the x axis relative to the local coordinates of the parent.

Properties:
Name Type Description
x number

The position of the Rope on the x axis relative to the local coordinates of the parent.

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y

The position of the Rope on the y axis relative to the local coordinates of the parent.

Properties:
Name Type Description
y number

The position of the Rope on the y axis relative to the local coordinates of the parent.

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z

Properties:
Name Type Description
z number

The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.

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Methods

destroy(destroyChildren)

Destroys the Rope. This removes it from its parent group, destroys the event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called?

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loadTexture(key, frame)

Changes the Texture the Rope is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.

Parameters:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.

frame string | number

If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

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play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

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Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

postUpdate()

Internal function called by the World postUpdate cycle.

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preUpdate()

Automatically called by World.preUpdate.

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reset(x, y)

Resets the Rope. This places the Rope at the given x/y world coordinates, resets the tilePosition and then sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state. If the Rope has a physics body that too is reset.

Parameters:
Name Type Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

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Returns:

(Phaser.Rope) This instance.

setFrame(frame)

Sets the Texture frame the Rope uses for rendering. This is primarily an internal method used by Rope.loadTexture, although you may call it directly.

Parameters:
Name Type Description
frame Phaser.Frame

The Frame to be used by the Rope texture.

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update()

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

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Wed Oct 22 2014 21:46:05 GMT+0100 (BST) using the DocStrap template.