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.
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. |
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.
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.
The CreatureAnimation instance.
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.
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.
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.
[read-only] The array of children of this container.
The vertices colors
The components this Game Object has installed.
The maximum bounds point.
The minimum bounds point.
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.
A debug flag designed for use with Game.enableStep
.
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.
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.
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
.
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.
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.
A reference to the currently running Game.
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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.
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.
Is the current animation playing?
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.
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.
Should the current animation loop or not?
The CreatureManager instance for this object.
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.
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.
The position the Game Object was located in the previous frame.
The rotation the Game Object was in set to in the previous frame. Value is in radians.
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.
The texture the animation is using.
How quickly the animation advances.
The const type of this object.
The UV data.
The vertices data.
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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.
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.
Adds a child to the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to add to the container |
The child that was added.
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Name | Type | Description |
---|---|---|
child | DisplayObject | The child to add |
index | Number | The index to place the child in |
The child that was added.
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.
This instance.
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
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.
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. |
Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
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. |
The rectangular bounding area
Returns the child at the specified index
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child at the given index, if any.
Returns the index position of a child DisplayObject instance
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject instance to identify |
The index position of the child display object to identify
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.
The rectangular bounding area
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.
This instance.
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.
This instance.
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.
This instance.
Plays the currently set animation.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
loop | boolean | <optional> | false | Should the animation loop? |
Internal method called by the World postUpdate cycle.
Automatically called by World.preUpdate.
Removes a child from the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to remove |
The child that was removed.
Removes a child from the specified index position.
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child that was removed.
Removes all children from this container that are within the begin and end indexes.
Name | Type | Description |
---|---|---|
beginIndex | Number | The beginning position. Default value is 0. |
endIndex | Number | The ending position. Default value is size of the container. |
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.
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. |
This instance.
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.
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. |
This instance.
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.
This instance.
Sets the Animation this Creature object will play, as defined in the mesh data.
Name | Type | Description |
---|---|---|
key | string | The key of the animation to set, as defined in the mesh data. |
Changes the position of an existing child in the display object container
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 |
Stops the currently playing animation.
Swaps the position of 2 Display Objects within this container.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
child2 | DisplayObject | - |
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