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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

setAnimation(key) Sets the Animation this Creature object will play, as defined in the mesh data. Parameters

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

removeChildAt(index) → {DisplayObject}

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

addChildAt(child, index) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

animation :CreatureAnimation The CreatureAnimation instance. Source code:

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