Class: Phaser.Creature
Constructor
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 code: gameobjects/Creature.js (Line 42)
Extends
- PIXI.DisplayObjectContainer
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.AutoCull
- Phaser.Component.BringToTop
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.LifeSpan
- Phaser.Component.Reset
Public Properties
- Inherited From
- Default Value
- true
- Source code: gameobjects/components/LifeSpan.js (Line 50)
- Inherited From
- Source code: gameobjects/components/Angle.js (Line 29)
- Source code: gameobjects/Creature.js (Line 69)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 193)
- See
- Inherited From
- Source code: gameobjects/components/AutoCull.js (Line 28)
- Inherited From
- Source code: gameobjects/components/FixedToCamera.js (Line 86)
- Array.<DisplayObject>
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 17)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 142)
- Inherited From
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/components/Core.js (Line 167)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 111)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 105)
- Inherited From
- Default Value
- {}
- Source code: gameobjects/components/Core.js (Line 160)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 218)
- Inherited From
- Source code: gameobjects/components/Destroy.js (Line 22)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 185)
- See
- Inherited From
- Source code: gameobjects/components/Core.js (Line 284)
- Inherited From
- Source code: gameobjects/components/FixedToCamera.js (Line 56)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 248)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 142)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 600)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 26)
- Inherited From
- Source code: gameobjects/components/AutoCull.js (Line 37)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 131)
- Source code: gameobjects/Creature.js (Line 443)
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From
- Source code: gameobjects/components/Core.js (Line 203)
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 65)
- Source code: gameobjects/Creature.js (Line 463)
- Source code: gameobjects/Creature.js (Line 74)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 150)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 259)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 225)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 232)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 240)
- Source code: gameobjects/Creature.js (Line 94)
- Default Value
- 0.05
- Source code: gameobjects/Creature.js (Line 80)
- Source code: gameobjects/Creature.js (Line 50)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 125)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Creature.js (Line 119)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 571)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 211)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 177)
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.
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.
animation :CreatureAnimation
The CreatureAnimation instance.
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.
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.
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.
[readonly] children : Array.<DisplayObject>
[read-only] The array of children of this container.
Type
<internal> colors :PIXI.Uint16Array
The vertices colors
<internal> components : Object
The components this Game Object has installed.
<internal> creatureBoundsMax : Phaser.Point
The maximum bounds point.
<internal> creatureBoundsMin : Phaser.Point
The minimum bounds point.
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.
debug : boolean
A debug flag designed for use with Game.enableStep
.
[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.
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.
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
.
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.
[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.
game : Phaser.Game
A reference to the currently running Game.
height : number
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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.
[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.
<internal> indices :PIXI.Uint16Array
isPlaying : boolean
Is the current animation playing?
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
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.
loop : boolean
Should the current animation loop or not?
manager :CreatureManager
The CreatureManager instance for this object.
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.
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.
[readonly] previousPosition : Phaser.Point
The position the Game Object was located in the previous frame.
[readonly] previousRotation : number
The rotation the Game Object was in set to in the previous frame. Value is in radians.
[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.
texture : PIXI.Texture
The texture the animation is using.
timeDelta : number
How quickly the animation advances.
[readonly] type : number
The const type of this object.
<internal> uvs :PIXI.Float32Array
The UV data.
<internal> vertices :PIXI.Float32Array
The vertices data.
width : number
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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.
[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.
Public Methods
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 42)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 55)
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 24)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 449)
- Inherited From
- Source code: gameobjects/components/Destroy.js (Line 37)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 280)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 153)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 112)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 437)
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 113)
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 87)
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 66)
- Source code: gameobjects/Creature.js (Line 413)
- Inherited From
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/components/Core.js (Line 338)
- Source code: gameobjects/Creature.js (Line 169)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 171)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 191)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 213)
- Inherited From
- Source code: gameobjects/components/Reset.js (Line 30)
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 78)
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 45)
- Source code: gameobjects/Creature.js (Line 400)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 132)
- Source code: gameobjects/Creature.js (Line 431)
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 85)
- Inherited From
- Source code: gameobjects/components/Core.js (Line 328)
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.
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.
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
This instance.
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
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. |
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
The rectangular bounding area
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.
getChildIndex(child) → {Number}
Returns the index position of a child DisplayObject instance
Parameters
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject instance to identify |
Returns
The index position of the child display object to identify
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
The rectangular bounding area
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
This instance.
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
This instance.
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
This instance.
play(loop)
Plays the currently set animation.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
loop | boolean | <optional> | false | Should the animation loop? |
<internal> postUpdate()
Internal method called by the World postUpdate cycle.
preUpdate()
Automatically called by World.preUpdate.
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.
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.
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. |
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
This instance.
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
This instance.
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
This instance.
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. |
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 |
stop()
Stops the currently playing animation.
swapChildren(child, child2)
Swaps the position of 2 Display Objects within this container.
Parameters
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
child2 | DisplayObject | - |
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.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Creature.html