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 42

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.

Inherited From:
Default Value:
  • true
Source - gameobjects/components/LifeSpan.js, line 50

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:
Source - gameobjects/components/Angle.js, line 29

animation :CreatureAnimation

The CreatureAnimation instance.

Source - gameobjects/Creature.js, line 69

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.

Inherited From:
Source - gameobjects/components/Core.js, line 193
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.

Inherited From:
Source - gameobjects/components/AutoCull.js, line 28

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:
Source - gameobjects/components/FixedToCamera.js, line 86

<readonly> children :Array.<DisplayObject>

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

Type:
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 17

<internal> colors :PIXI.Uint16Array

The vertices colors

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/Creature.js, line 142

<internal> components :object

The components this Game Object has installed.

Inherited From:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/components/Core.js, line 167

<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 111

<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 105

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:
Default Value:
  • {}
Source - gameobjects/components/Core.js, line 160

debug :boolean

A debug flag designed for use with Game.enableStep.

Inherited From:
Source - gameobjects/components/Core.js, line 218

<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:
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.

Inherited From:
Source - gameobjects/components/Core.js, line 185
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.

Inherited From:
Source - gameobjects/components/Core.js, line 284

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 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.

The offsets are stored in the cameraOffset property.

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:
Source - gameobjects/components/FixedToCamera.js, line 56

<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:
Source - gameobjects/components/Core.js, line 248

game :Phaser.Game

A reference to the currently running Game.

Inherited From:
Source - gameobjects/components/Core.js, line 142

height :Number

The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 600

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:
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:
Source - gameobjects/components/AutoCull.js, line 37

<internal> indices :PIXI.Uint16Array

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/Creature.js, line 131

isPlaying :boolean

Is the current animation playing?

Source - gameobjects/Creature.js, line 443

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 - gameobjects/components/Core.js, line 203

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:
Source - gameobjects/components/LifeSpan.js, line 65

loop :boolean

Should the current animation loop or not?

Source - gameobjects/Creature.js, line 463

manager :CreatureManager

The CreatureManager instance for this object.

Source - gameobjects/Creature.js, line 74

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:
Source - gameobjects/components/Core.js, line 150

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:
Source - gameobjects/components/Core.js, line 259

<readonly> previousPosition :Phaser.Point

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

Inherited From:
Source - gameobjects/components/Core.js, line 225

<readonly> previousRotation :number

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

Inherited From:
Source - gameobjects/components/Core.js, line 232

<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:
Source - gameobjects/components/Core.js, line 240

texture :PIXI.Texture

The texture the animation is using.

Source - gameobjects/Creature.js, line 94

timeDelta :number

How quickly the animation advances.

Default Value:
  • 0.05
Source - gameobjects/Creature.js, line 80

<readonly> type :number

The const type of this object.

Source - gameobjects/Creature.js, line 50

<internal> uvs :PIXI.Float32Array

The UV data.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/Creature.js, line 125

<internal> vertices :PIXI.Float32Array

The vertices data.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/Creature.js, line 119

width :Number

The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 571

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:
Source - gameobjects/components/Core.js, line 211

<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:
Source - gameobjects/components/Core.js, line 177

Methods

addChild(child) → {DisplayObject}

Adds a child to the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to add to the container

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 42

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:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 55

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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 24

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 DisplayObject

-

Returns:
Boolean -
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 449

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:
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 | 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

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

getChildAt(index) → {DisplayObject}

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child at the given index, if any.

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

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:
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:
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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 113

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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 87

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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 66

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 413

<internal> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/components/Core.js, line 338

preUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/Creature.js, line 169

removeChild(child) → {DisplayObject}

Removes a child from the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to remove

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 171

removeChildAt(index) → {DisplayObject}

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 191

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 - 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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/Reset.js, line 30

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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 78

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.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 45

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 400

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 - pixi/display/DisplayObjectContainer.js, line 132

stop()

Stops the currently playing animation.

Source - gameobjects/Creature.js, line 431

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child DisplayObject

-

child2 DisplayObject

-

Inherited From:
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:
Source - gameobjects/components/Core.js, line 328
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.0 on Fri Aug 26 2016 01:16:11 GMT+0100 (BST) using the DocStrap template.