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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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

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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

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

isPlaying : boolean Is the current animation playing? Source code:

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