Creature#events
  • References/Game Development/Phaser/Game Objects/Creature

events : Phaser.Events All Phaser Game Objects

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Creature#fresh
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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Creature#animations
  • References/Game Development/Phaser/Game Objects/Creature

animations : Phaser.AnimationManager

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Creature#kill()
  • References/Game Development/Phaser/Game Objects/Creature

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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Creature#getChildAt()
  • References/Game Development/Phaser/Game Objects/Creature

getChildAt(index) → {DisplayObject}

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Creature#moveUp()
  • References/Game Development/Phaser/Game Objects/Creature

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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Creature#play()
  • References/Game Development/Phaser/Game Objects/Creature

play(loop) Plays the currently set animation. Parameters

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Creature#inCamera
  • References/Game Development/Phaser/Game Objects/Creature

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

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Creature#alive
  • References/Game Development/Phaser/Game Objects/Creature

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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Creature#width
  • References/Game Development/Phaser/Game Objects/Creature

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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