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

cameraOffset : Phaser.Point The x/y coordinate offset

2025-01-10 15:47:30
Creature#texture
  • References/Game Development/Phaser/Game Objects/Creature

texture : PIXI.Texture The texture the animation

2025-01-10 15:47:30
Creature#manager
  • References/Game Development/Phaser/Game Objects/Creature

manager :CreatureManager The CreatureManager instance for this object. Source

2025-01-10 15:47:30
Creature#world
  • References/Game Development/Phaser/Game Objects/Creature

world : Phaser.Point The world coordinates of this

2025-01-10 15:47:30
Creature#events
  • References/Game Development/Phaser/Game Objects/Creature

events : Phaser.Events All Phaser Game Objects

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Creature#moveUp()
  • References/Game Development/Phaser/Game Objects/Creature

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

2025-01-10 15:47:30
Creature#update()
  • References/Game Development/Phaser/Game Objects/Creature

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

2025-01-10 15:47:30
Creature#animations
  • References/Game Development/Phaser/Game Objects/Creature

animations : Phaser.AnimationManager

2025-01-10 15:47:30