Creature#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Creature#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Creature#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

Creature#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Creature#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Creature#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Creature#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Inherited From Phaser.Compon

Creature#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Creature#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Creature#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type