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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

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

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

[readonly] type : number The const type of this object.

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

[readonly] children : Array.<Displa

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

key : string | Phaser.RenderTexture |

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

removeChild(child) → {DisplayObject}

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

loop : boolean Should the current animation loop or not? Source

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