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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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