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

texture : PIXI.Texture The texture the animation

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

world : Phaser.Point The world coordinates of this

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

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

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

removeChild(child) → {DisplayObject}

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