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

stop() Stops the currently playing animation. Source code:

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30