Phaser.Creature

new Creature(game, x, y, key, mesh, animation)

Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.

It allows you to display animated Game Objects that were created with the Creature Automated Animation Tool.

Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.

Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them loaded before your Phaser game boots.

See the Phaser custom build process for more details.

By default the Creature runtimes are NOT included in any pre-configured version of Phaser.

So you'll need to do grunt custom to create a build that includes them.

Parameters:

Name

Type

Argument

Default

Description

game

Phaser.Game

A reference to the currently running game.

x

number

The x coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.

y

number

The y coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.

key

string | PIXI.Texture

The texture used by the Creature Object during rendering. It can be a string which is a reference to the Cache entry, or an instance of a PIXI.Texture.

mesh

string

The mesh data for the Creature Object. It should be a string which is a reference to the Cache JSON entry.

animation

string

<optional>

'default'

The animation within the mesh data to play.

Source - gameobjects/Creature.js, line 174

Members

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 Default Value: - true

Source - gameobjects/components/LifeSpan.js, line 50

alpha:number

Sets the opacity

Source - gameobjects/Creature.js, line 769

anchorX:number

Sets the anchorX of the animation

Source - gameobjects/Creature.js, line 700

anchorY:number

Sets the anchorY of the animation

Source - gameobjects/Creature.js, line 725

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 in radians is slightly faster as it doesn't have to perform any calculations.

Inherited From: Phaser.Component.Angle#angle Source - gameobjects/components/Angle.js, line 29

animation:CreatureAnimation

The CreatureAnimation instance.

Source - gameobjects/Creature.js, line 201

If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.

: - Phaser.AnimationManager

autoCull:boolean

A Game Object with autoCull set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has its renderable property set to false. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.

Inherited From: Phaser.Component.AutoCull#autoCull Source - gameobjects/components/AutoCull.js, line 28

cacheAsBitmap:Boolean

Sets if this DisplayObject should be cached as a bitmap.

When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.

Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not re-generate the cached bitmap automatically. To do that you need to call DisplayObject.updateCache.

To remove a cached bitmap, set this property to null.

Inherited From: PIXI.DisplayObject#cacheAsBitmap Source - pixi/display/DisplayObject.js, line 794

cameraOffset:Phaser.Point

The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true.

The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

Inherited From: Phaser.Component.FixedToCamera#cameraOffset Source - gameobjects/components/FixedToCamera.js, line 85

<readonly>children:Array.<DisplayObject>

[read-only] The array of children of this container.

<internal> colors:Uint16Array

The vertices colors

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 274

<internal> components:object

The components this Game Object has installed.

Inherited From: Phaser.Component.Core#components Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 202

<internal>creatureBoundsMax:Phaser.Point

The maximum bounds point.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 243

<internal>creatureBoundsMin:Phaser.Point

The minimum bounds point.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 237

data:Object

An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.

Inherited From: Phaser.Component.Core#data Default Value: - {}

Source - gameobjects/components/Core.js, line 195

debug:boolean

A debug flag designed for use with Game.enableStep.

Inherited From: Phaser.Component.Core#debug Source

gameobjects/components/Core.js, line 253

<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 - gameobjects/components/Destroy.js, line 22

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 this Game Object, or any of its components.

: - Phaser.Events

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.Component.Core#exists Source - gameobjects/components/Core.js, line 319

filterArea:Rectangle

The rectangular area used by filters when rendering a shader for this DisplayObject.

Inherited From: PIXI.DisplayObject#filterArea Source - pixi/display/DisplayObject.js, line 195

filters:Array

Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter using DisplayObject.filterArea.

To remove filters, set this property to null.

Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a filter will reset this DisplayObjects blend mode to NORMAL.

Inherited From: PIXI.DisplayObject#filters Source - pixi/display/DisplayObject.js, line 741

fixedToCamera:boolean

A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets are stored in the cameraOffset property, which is initialized with the current object coordinates.

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 world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.

Note that the cameraOffset values are in addition to any parent of this Game Object on the display list.

Be careful not to set fixedToCamera on Game Objects which are in Groups that already have fixedToCamera enabled on them.

Inherited From: Phaser.Component.FixedToCamera#fixedToCamera Source - gameobjects/components/FixedToCamera.js, line 55

<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

gameobjects/components/Core.js, line 283

game:Phaser.Game

A reference to the currently running Game.

Inherited From: Phaser.Component.Core#game Source - gameobjects/components/Core.js, line 177

height:number

Sets the height of the animation

Source - gameobjects/Creature.js, line 648

hitArea:Rectangle|Circle|Ellipse|Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need tohit test all the children)

Type:

  • Rectangle| Circle| Ellipse| Polygon

Inherited From: PIXI.DisplayObject#hitArea Source - pixi/display/DisplayObject.js, line 89

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 - pixi/display/DisplayObjectContainer.js, line 26

<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 - gameobjects/components/AutoCull.js, line 37

<internal> indices:Uint16Array

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 263

input:Phaser.InputHandler|null

The Input Handler for this Game Object.

By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true.

After you have done this, this property will be a reference to the Phaser InputHandler.

inputEnabled:boolean

By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.

You can then access the Input Handler via this.input.

Note that Input related events are dispatched from this.events, i.e.: events.onInputDown.

If you set this property to false it will stop the Input Handler from processing any more input events.

If you want to temporarily disable input for a Game Object, then it's better to set input.enabled = false, as it won't reset any of the Input Handlers internal properties. You can then toggle this back on as needed.

Inherited From: Phaser.Component.InputEnabled#inputEnabled Source - gameobjects/components/InputEnabled.js, line 42

isPlaying:boolean

Is the current animation playing?

Source - gameobjects/Creature.js, line 608

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 given a key which doesn't exist in the Image Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

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 - gameobjects/components/LifeSpan.js, line 65

loop:boolean

Should the current animation loop or not?

Source - gameobjects/Creature.js, line 628

manager:CreatureManager

The CreatureManager instance for this object.

Source - gameobjects/Creature.js, line 206

mask:PhaserGraphics

Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. When applied it limits the visible area of this DisplayObject to the shape of the mask. Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. To remove a mask, set this property to null.

Inherited From: PIXI.DisplayObject#mask Source - pixi/display/DisplayObject.js, line 706

name:string

A user defined name given to this Game Object. This value isn't ever used internally by Phaser, it is meant as a game level property.

Inherited From: Phaser.Component.Core#name Source - gameobjects/components/Core.js, line 185

<readonly> parent:PIXIDisplayObjectContainer

The parent DisplayObjectContainer that this DisplayObject is a child of. All DisplayObjects must belong to a parent in order to be rendered. The root parent is the Stage object. This property is set automatically when the DisplayObject is added to, or removed from, a DisplayObjectContainer.

Inherited From: PIXI.DisplayObject#parent Source - pixi/display/DisplayObject.js, line 107

pendingDestroy:boolean

A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.

This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.

Inherited From: Phaser.Component.Core#pendingDestroy Source - gameobjects/components/Core.js, line 294

pivot:PIXIPoint

The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.

Inherited From: PIXI.DisplayObject#pivot Source - pixi/display/DisplayObject.js, line 43

position:PIXIPoint

The coordinates, in pixels, of this DisplayObject, relative to its parent container.

The value of this property does not reflect any positioning happening further up the display list. To obtain that value please see the worldPosition property.

Inherited From: PIXI.DisplayObject#position Source

pixi/display/DisplayObject.js, line 20

<readonly> previousPosition:Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From: Phaser.Component.Core#previousPosition Source - gameobjects/components/Core.js, line 260

<readonly> previousRotation:number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From: Phaser.Component.Core#previousRotation Source - gameobjects/components/Core.js, line 267

renderable:Boolean

Should this DisplayObject be rendered by the renderer? An object with a renderable value of false is skipped during the render pass.

Inherited From: PIXI.DisplayObject#renderable Source - pixi/display/DisplayObject.js, line 98

<readonly> renderOrderID:number

The render order ID is used internally by the renderer and Input Manager and should not be modified. This property is mostly used internally by the renderers, but is exposed for the use of plugins.

Inherited From: Phaser.Component.Core#renderOrderID Source - gameobjects/components/Core.js, line 275

rotation:Number

The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on a right-handed orientation.

The value of this property does not reflect any rotation happening further up the display list. To obtain that value please see the worldRotation property.

Inherited From: PIXI.DisplayObject#rotation Source

pixi/display/DisplayObject.js, line 51

scale:PIXIPoint

The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.

The value of this property does not reflect any scaling happening further up the display list. To obtain that value please see the worldScale property.

Inherited From: PIXI.DisplayObject#scale Source - pixi/display/DisplayObject.js, line 31

texture:PIXI.Texture

The texture the animation is using.

Source - gameobjects/Creature.js, line 226

timeDelta:number

How quickly the animation advances.

Default Value: - 0.05

Source - gameobjects/Creature.js, line 212

tint:number

Sets the colour tint

Source - gameobjects/Creature.js, line 750

<readonly> type:number

The const type of this object.

Source - gameobjects/Creature.js, line 182

<internal> uvs:Float32Array

The UV data.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 257

<internal> vertices:Float32Array

The vertices data.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/Creature.js, line 251

visible:Boolean

The visibility of this DisplayObject. A value of false makes the object invisible. A value of true makes it visible. Please note that an object with a visible value of false is skipped during the render pass. Equally a DisplayObject with visible false will not render any of its children.

The value of this property does not reflect any visible values set further up the display list. To obtain that value please see the worldVisible property.

Inherited From: PIXI.DisplayObject#visible Source - pixi/display/DisplayObject.js, line 75

width:number

Sets the width of the animation

Source - gameobjects/Creature.js, line 674

world:Phaser.Point

The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from position, which contains the x/y coordinates relative to the Game Objects parent.

Inherited From: Phaser.Component.Core#world Source

gameobjects/components/Core.js, line 246

<readonly> worldAlpha:Number

The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. This value is the calculated total, based on the alpha values of all parents of this DisplayObjects in the display list.

To obtain, and set, the local alpha value, see the alpha property.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldAlpha Source - pixi/display/DisplayObject.js, line 119

<readonly> worldPosition:PIXIPoint

The coordinates, in pixels, of this DisplayObject within the world.

This property contains the calculated total, based on the positions of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldPosition Source - pixi/display/DisplayObject.js, line 150

<readonly> worldRotation:Number

The rotation, in radians, of this DisplayObject.

This property contains the calculated total, based on the rotations of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldRotation Source - pixi/display/DisplayObject.js, line 180

<readonly> worldScale:PIXIPoint

The global scale of this DisplayObject.

This property contains the calculated total, based on the scales of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldScale Source - pixi/display/DisplayObject.js, line 165

<readonly> worldTransform:PhaserMatrix

The current transform of this DisplayObject.

This property contains the calculated total, based on the transforms of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldTransform Source - pixi/display/DisplayObject.js, line 135

worldVisible:Boolean

Indicates if this DisplayObject is visible, based on it, and all of its parents, visible property values.

Inherited From: PIXI.DisplayObject#worldVisible Source - pixi/display/DisplayObject.js, line 663

x:Number

The horizontal position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#x Source - pixi/display/DisplayObject.js, line 619

y:Number

The vertical position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#y Source - pixi/display/DisplayObject.js, line 641

<readonly> z:number

The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

Inherited From: Phaser.Component.Core#z Source - gameobjects/components/Core.js, line 212

addChild(child)→ {PIXI.DisplayObject}

Adds a child to the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to add to the container

addChildAt(child, index)→

{PIXI.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

PIXI.DisplayObject

The child to add

index

Number

The index to place the child in

bringToTop()→ {PIXI.DisplayObject}

Brings this Game Object to the top of its parents display list. Visually this means it will render over the top of any old child in the same Group.

If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, because the World is the root Group from which all Game Objects descend.

contains(child)→ {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

createAllAnimations()

Source - gameobjects/Creature.js, line 799

destroy(destroyChildren, destroyTexture)

Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present and 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've more than one Game Object sharing the same BaseTexture.

Parameters:

Name

Type

Argument

Default

Description

destroyChildren

boolean

<optional>

true

Should every child of this object have its destroy method called as well?

destroyTexture

boolean

<optional>

false

Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

Inherited From: Phaser.Component.Destroy#destroy Source - gameobjects/components/Destroy.js, line 37

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 | PhaserMatrix

<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

Inherited From: PIXI.DisplayObjectContainer#getBounds Source - pixi/display/DisplayObjectContainer.js, line 280

getChildAt(index)→

{PIXI.DisplayObject}

Returns the child at the specified index

Parameters:

Name

Type

Description

index

Number

The index to get the child from

Returns:

PIXI.DisplayObject-

The child at the given index, if any.

Inherited From: PIXI.DisplayObjectContainer#getChildAt Source - pixi/display/DisplayObjectContainer.js, line 153

getChildIndex(child)→ {Number}

Returns the index position of a child DisplayObject instance

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject instance to identify

Returns:

Number-

The index position of the child display object to identify

Inherited From: PIXI.DisplayObjectContainer#getChildIndex Source - pixi/display/DisplayObjectContainer.js, line 112

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 - pixi/display/DisplayObjectContainer.js, line 437

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.

moveDown()→ {PIXI.DisplayObject}

Moves this Game Object down one place in its parents display list. This call has no effect if the Game Object is already at the bottom of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World, because the World is the root Group from which all Game Objects descend.

moveUp()→ {PIXI.DisplayObject}

Moves this Game Object up one place in its parents display list. This call has no effect if the Game Object is already at the top of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World, because the World is the root Group from which all Game Objects descend.

play(loop)

Plays the currently set animation.

Parameters:

Name

Type

Argument

Default

Description

loop

boolean

<optional>

false

Should the animation loop?

Source - gameobjects/Creature.js, line 578

<internal> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From: Phaser.Component.Core#postUpdate Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 373

preUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/Creature.js, line 316

removeChild(child)→

{PIXI.DisplayObject}

Removes a child from the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to remove

removeChildAt(index)→

{PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters:

Name

Type

Description

index

Number

The index to get the child from

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:

Name

Type

Description

beginIndex

Number

The beginning position. Default value is 0.

endIndex

Number

The ending position. Default value is size of the container.

Inherited From: PIXI.DisplayObjectContainer#removeChildren Source - pixi/display/DisplayObjectContainer.js, line 213

reset(x, y, health)→

{PIXI.DisplayObject}

Resets the Game Object.

This moves the Game Object to the given x/y world coordinates and sets fresh, exists, visible and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health to the given value.

If this Game Object has a Physics Body it will reset the Body.

Parameters:

Name

Type

Argument

Default

Description

x

number

The x coordinate (in world space) to position the Game Object at.

y

number

The y coordinate (in world space) to position the Game Object at.

health

number

<optional>

1

The health to give the Game Object if it has the Health component.

revive(health)→ {PIXI.DisplayObject}

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.onRevived for the signal.

Parameters:

Name

Type

Argument

Default

Description

health

number

<optional>

100

The health to give the Game Object. Only set if the GameObject has the Health component.

sendToBack()→ {PIXI.DisplayObject}

Sends this Game Object to the bottom of its parents display list. Visually this means it will render below all other children in the same Group.

If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, because the World is the root Group from which all Game Objects descend.

setAnchorPointEnabled()

Sets whether anchor point transformations are active.

Source - gameobjects/Creature.js, line 788

setAnimation(key)

Sets the Animation this Creature object will play, as defined in the mesh data.

Parameters:

Name

Type

Description

key

string

The key of the animation to set, as defined in the mesh data.

Source - gameobjects/Creature.js, line 549

setAnimationPlaySpeed(speed)

Sets the animation playback speed

Parameters:

Name

Type

Description

speed

number

Sets the playback speed

Source - gameobjects/Creature.js, line 563

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index

Number

The resulting index number for the child display object

Inherited From: PIXI.DisplayObjectContainer#setChildIndex Source - pixi/display/DisplayObjectContainer.js, line 132

stop()

Stops the currently playing animation.

Source - gameobjects/Creature.js, line 596

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

child2

PIXI.DisplayObject

Inherited From: PIXI.DisplayObjectContainer#swapChildren Source - pixi/display/DisplayObjectContainer.js, line 85

update()

Override this method in your own custom objects to handle any update requirements. It is called immediately after preUpdate and before postUpdate. Remember if this Game Object has any children you should call update on those too.

Inherited From: Phaser.Component.Core#update Source - gameobjects/components/Core.js, line 363