Creature#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Creature#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Creature#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Creature#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Create.PALETTE_JMP

[static] PALETTE_JMP : number A 16 color JMP inspired palette. Source code: core/Create.js (Line 65)

Create.PALETTE_JAPANESE_MACHINE

[static] PALETTE_JAPANESE_MACHINE : number A 16 color palette inspired by Japanese computers like the MSX. Source code: core/Create.js (Line 86)

Create.PALETTE_CGA

[static] PALETTE_CGA : number A 16 color CGA inspired palette. Source code: core/Create.js (Line 72)

Create.PALETTE_C64

[static] PALETTE_C64 : number A 16 color C64 inspired palette. Source code: core/Create.js (Line 79)

Create.PALETTE_ARNE

[static] PALETTE_ARNE : number A 16 color palette by Arne Source code: core/Create.js (Line 58)

Create#texture()

texture(key, data, pixelWidth, pixelHeight, palette) → {PIXI.Texture} Generates a new PIXI.Texture from the given data, which can be applied to a Sprite. This allows you to create game graphics quickly and easily, with no external files but that use actual proper imagesrather than Phaser.Graphics objects, which are expensive to render and limited in scope. Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts. For example: v