Class: Creature

Phaser. Creature

new Creature(game, x, y, key, mesh [, animation] [, useFlatData])

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.

useFlatData string <optional>
false

Use flat data

Source:
src/gameobjects/Creature.js line 180

Extends

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.

Type:
  • boolean
Inherited From:
Default Value:
  • true
Source:
src/gameobjects/components/LifeSpan.js line 55

alpha : number

Sets the opacity

Type:
  • number
Overrides:
Source:
src/gameobjects/Creature.js line 842

anchorX : number

Sets the anchorX of the animation

Type:
  • number
Source:
src/gameobjects/Creature.js line 724

anchorY : number

Sets the anchorY of the animation

Type:
  • number
Source:
src/gameobjects/Creature.js line 774

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.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Angle.js line 29

animation : CreatureAnimation

The CreatureAnimation instance.

Type:
  • CreatureAnimation
Source:
src/gameobjects/Creature.js line 213

animations : Phaser.AnimationManager

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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 186
See:

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.

Type:
  • boolean
Inherited From:
Source:
src/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.

Transparent areas adjoining the edges may be removed (#283).

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. Cache this DisplayObject as a Bitmap. Set to null to remove an existing cached bitmap.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 791

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.

Type:
Inherited From:
Source:
src/gameobjects/components/FixedToCamera.js line 82

<readonly> children : Array(DisplayObject)

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

Type:
  • Array(DisplayObject)
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 24

<protected> colors : Uint16Array

The vertices colors

Type:
  • Uint16Array
Source:
src/gameobjects/Creature.js line 286

<protected> components : object

The components this Game Object has installed.

Type:
  • object
Inherited From:
Source:
src/gameobjects/components/Core.js line 160

<protected> creatureBoundsMax : Phaser.Point

The maximum bounds point.

Type:
Source:
src/gameobjects/Creature.js line 255

<protected> creatureBoundsMin : Phaser.Point

The minimum bounds point.

Type:
Source:
src/gameobjects/Creature.js line 249

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.

Type:
  • Object
Inherited From:
Default Value:
  • {}
Source:
src/gameobjects/components/Core.js line 153

debug : boolean

A debug flag designed for use with Game.enableStep.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 211

<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.

Type:
  • boolean
Inherited From:
Source:
src/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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 178
See:

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 277

filterArea : Rectangle

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

Type:
  • Rectangle
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 205

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. An Array of Phaser.Filter objects, or objects that extend them.

Type:
  • Array
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 740

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/FixedToCamera.js line 54

<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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 241

game : Phaser.Game

A reference to the currently running game.

Type:
Overrides:
Source:
src/gameobjects/Creature.js line 185

height : number

Sets the height of the animation

Type:
  • number
Overrides:
Source:
src/gameobjects/Creature.js line 676

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 to hit test all the children)

Type:
  • Rectangle | Circle | Ellipse | Polygon
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 99

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.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 35

<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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/AutoCull.js line 37

<protected> indices : Uint16Array

Type:
  • Uint16Array
Source:
src/gameobjects/Creature.js line 275

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.

Type:
Inherited From:
Source:
src/gameobjects/components/InputEnabled.js line 24

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/InputEnabled.js line 42

isPlaying : boolean

Is the current animation playing?

Type:
  • boolean
Source:
src/gameobjects/Creature.js line 640

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 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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 196

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 game.time.delta each frame. When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 70

loop : boolean

Should the current animation loop or not?

Type:
  • boolean
Source:
src/gameobjects/Creature.js line 658

manager : CreatureManager

The CreatureManager instance for this object.

Type:
  • CreatureManager
Source:
src/gameobjects/Creature.js line 218

mask : Phaser.Graphics

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. The mask applied to this DisplayObject. Set to null to remove an existing mask.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 707

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.

Type:
  • string
Inherited From:
Source:
src/gameobjects/components/Core.js line 143

<readonly> parent : PIXI.DisplayObjectContainer

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.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 120

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 252

pivot : PIXI.Point

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

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 49

position : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 29

<readonly> previousPosition : Phaser.Point

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

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 218

<readonly> previousRotation : number

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

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 225

renderable : boolean

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

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 108

<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.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 233

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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 61

scale : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 41

texture : PIXI.Texture

The texture the animation is using.

Type:
Source:
src/gameobjects/Creature.js line 238

timeDelta : number

How quickly the animation advances.

Type:
  • number
Default Value:
  • 0.05
Source:
src/gameobjects/Creature.js line 224

tint : number

Sets the colour tint

Type:
  • number
Source:
src/gameobjects/Creature.js line 824

<readonly> type : number

The const type of this object.

Type:
  • number
Source:
src/gameobjects/Creature.js line 194

<protected> uvs : Float32Array

The UV data.

Type:
  • Float32Array
Source:
src/gameobjects/Creature.js line 269

<protected> vertices : Float32Array

The vertices data.

Type:
  • Float32Array
Source:
src/gameobjects/Creature.js line 263

visible : boolean

The visibility of this DisplayObject. A value of false makes the object invisible. A value of true makes it visible.

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.

Objects that are not worldVisible do not update their worldPosition.

Type:
  • boolean
Inherited From:
Default Value:
  • true
Source:
src/pixi/display/DisplayObject.js line 90

width : number

Sets the width of the animation

Type:
  • number
Overrides:
Source:
src/gameobjects/Creature.js line 700

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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 204

<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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 136

<readonly> worldPosition : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 166

<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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 196

<readonly> worldScale : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 181

<readonly> worldTransform : Phaser.Matrix

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.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 151

worldVisible : boolean

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

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 666

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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 626

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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 646

<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.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 170

Methods

addChild(child)

Adds a child to the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to add to the container

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 41
Returns:

The child that was added.

Type
DisplayObject

addChildAt(child, index)

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

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 53
Returns:

The child that was added.

Type
DisplayObject

bringToTop()

Brings this Game Object to the top of its parent's display list (the last position). Visually this means it will render over the top of all other children of the same parent.

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 24
Returns:

This instance.

Type
PIXI.DisplayObject

contains(child)

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

Parameters:
Name Type Description
child DisplayObject
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 456
Returns:
Type
boolean

createAllAnimations()

Source:
src/gameobjects/Creature.js line 872

destroy()

Destroy this DisplayObject.

Removes any cached sprites, sets renderable flag to false, and nulls filters, bounds and mask.

Also iteratively calls destroy on any children.

Inherited From:
Overrides:
Source:
src/pixi/display/DisplayObject.js line 254

disableSkinSwap()

Source:
src/gameobjects/Creature.js line 930

enableSkinSwap()

Source:
src/gameobjects/Creature.js line 907

generateTexture( [resolution] [, scaleMode], renderer)

Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites. This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.

Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures, and references to them, so they don't linger in memory.

Parameters:
Name Type Argument Default Description
resolution number <optional>
1

The resolution of the texture being generated.

scaleMode number <optional>
PIXI.scaleModes.DEFAULT

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values.

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 443
Returns:
  • A RenderTexture containing an image of this DisplayObject at the time it was invoked.
Type
Phaser.RenderTexture

getBounds( [targetCoordinateSpace])

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 PIXI.DisplayObject | Phaser.Matrix <optional>

Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 289
Returns:

The rectangular bounding area

Type
Rectangle

getChildAt(index)

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 147
Returns:

The child at the given index, if any.

Type
DisplayObject

getChildIndex(child)

Returns the index position of a child DisplayObject instance

Parameters:
Name Type Description
child DisplayObject

The DisplayObject instance to identify

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 108
Returns:

The index position of the child display object to identify

Type
Number

getLocalBounds()

Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 445
Returns:

The rectangular bounding area

Type
Rectangle

kill()

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.

Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 117
Returns:

This instance.

Type
PIXI.DisplayObject

moveDown()

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 84
Returns:

This instance.

Type
PIXI.DisplayObject

moveUp()

Moves this Game Object up one place in its parent's 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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 64
Returns:

This instance.

Type
PIXI.DisplayObject

play( [loop])

Plays the currently set animation.

Parameters:
Name Type Argument Default Description
loop boolean <optional>
false

Should the animation loop?

Source:
src/gameobjects/Creature.js line 612

<protected> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From:
Source:
src/gameobjects/components/Core.js line 354

preUpdate()

Automatically called by World.preUpdate.

Overrides:
Source:
src/gameobjects/Creature.js line 329

<protected> preUpdateChildren()

Internal method called by preUpdate.

Inherited From:
Source:
src/gameobjects/components/Core.js line 318

removeActiveItemSwap()

Source:
src/gameobjects/Creature.js line 964

removeChild(child)

Removes a child from the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to remove

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 164
Returns:

The child that was removed.

Type
DisplayObject

removeChildAt(index)

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 183
Returns:

The child that was removed.

Type
DisplayObject

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:
Source:
src/pixi/display/DisplayObjectContainer.js line 224

reset(x, y [, health])

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.

Inherited From:
Source:
src/gameobjects/components/Reset.js line 30
Returns:

This instance.

Type
PIXI.DisplayObject

revive( [health])

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.

Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 83
Returns:

This instance.

Type
PIXI.DisplayObject

sendToBack()

Sends this Game Object to the bottom of its parent's display list (the first position). Visually this means it will render below all other children of the same parent.

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 44
Returns:

This instance.

Type
PIXI.DisplayObject

setActiveItemSwap()

Source:
src/gameobjects/Creature.js line 953

setAnchorPointEnabled()

Sets whether anchor point transformations are active.

Source:
src/gameobjects/Creature.js line 860

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:
src/gameobjects/Creature.js line 582

setAnimationPlaySpeed(speed)

Sets the animation playback speed

Parameters:
Name Type Description
speed number

Sets the playback speed

Source:
src/gameobjects/Creature.js line 597

setChildIndex(child, index)

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

Parameters:
Name Type Description
child 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:
Source:
src/pixi/display/DisplayObjectContainer.js line 127

setMetaData()

Source:
src/gameobjects/Creature.js line 889

stop()

Stops the currently playing animation.

Source:
src/gameobjects/Creature.js line 629

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child DisplayObject
child2 DisplayObject
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 82

toGlobal(position)

Calculates the global position of this DisplayObject, based on the position given.

Parameters:
Name Type Description
position PIXI.Point

The global position to calculate from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 483
Returns:
  • A point object representing the position of this DisplayObject based on the global position given.
Type
PIXI.Point

toLocal(position [, from])

Calculates the local position of this DisplayObject, relative to another point.

Parameters:
Name Type Argument Description
position PIXI.Point

The world origin to calculate from.

from PIXI.DisplayObject <optional>

An optional DisplayObject to calculate the global position from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 497
Returns:
  • A point object representing the position of this DisplayObject based on the global position given.
Type
PIXI.Point

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:
Source:
src/gameobjects/components/Core.js line 343

updateCache()

If this DisplayObject has a cached Sprite, this method generates and updates it.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 470
Returns:
  • A reference to this DisplayObject.
Type
PIXI.DisplayObject

updateTransform( [parent])

Updates the transform matrix this DisplayObject uses for rendering.

If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.

The parent parameter has priority over the actual parent. Use it as a parent override. Setting it does not change the actual parent of this DisplayObject.

Calling this method updates the worldTransform, worldAlpha, worldPosition, worldScale and worldRotation properties.

If a transformCallback has been specified, it is called at the end of this method, and is passed the new, updated, worldTransform property, along with the parent transform used.

Parameters:
Name Type Argument Description
parent PIXI.DisplayObjectContainer <optional>

Optional parent to calculate this DisplayObjects transform from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 291
Returns:
  • A reference to this DisplayObject.
Type
PIXI.DisplayObject

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Documentation generated by JSDoc 3.6.11 on 2024-10-05 using Tomorrow.