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

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

events : Phaser.Events All Phaser Game Objects

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

getChildAt(index) → {DisplayObject}

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

texture : PIXI.Texture The texture the animation

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

animations : Phaser.AnimationManager

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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