Creature#manager

manager :CreatureManager The CreatureManager instance for this object. Source code: gameobjects/Creature.js (Line 74)

Creature#loop

loop : boolean Should the current animation loop or not? Source code: gameobjects/Creature.js (Line 463)

Creature#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Creature#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Creature#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Creature#isPlaying

isPlaying : boolean Is the current animation playing? Source code: gameobjects/Creature.js (Line 443)

Creature#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Creature#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Creature#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Creature#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)