Namespace: Actions

Phaser. Actions

Methods


<static> Angle(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public angle property,
and then adds the given value to each of their angle properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: Angle(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the angle property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/Angle.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> Call(items, callback, context)

Takes an array of objects and passes each of them to the given callback.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

callback CallCallback

The callback to be invoked. It will be passed just one argument: the item from the array.

context *

The scope in which the callback will be invoked.

Since: 3.0.0
Source: src/actions/Call.js (Line 13)
Returns:

The array of objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> GetFirst(items, compare [, index])

Takes an array of objects and returns the first element in the array that has properties which match
all of those specified in the compare object. For example, if the compare object was: { scaleX: 0.5, alpha: 1 }
then it would return the first item which had the property scaleX set to 0.5 and alpha set to 1.

To use this with a Group: GetFirst(group.getChildren(), compare, index)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be searched by this action.

compare object

The comparison object. Each property in this object will be checked against the items of the array.

index integer <optional>
0

An optional offset to start searching from within the items array.

Since: 3.0.0
Source: src/actions/GetFirst.js (Line 7)
Returns:

The first object in the array that matches the comparison object, or null if no match was found.

Type
object | Phaser.GameObjects.GameObject

<static> GetLast(items, compare [, index])

Takes an array of objects and returns the last element in the array that has properties which match
all of those specified in the compare object. For example, if the compare object was: { scaleX: 0.5, alpha: 1 }
then it would return the last item which had the property scaleX set to 0.5 and alpha set to 1.

To use this with a Group: GetLast(group.getChildren(), compare, index)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be searched by this action.

compare object

The comparison object. Each property in this object will be checked against the items of the array.

index integer <optional>
0

An optional offset to start searching from within the items array.

Since: 3.3.0
Source: src/actions/GetLast.js (Line 7)
Returns:

The last object in the array that matches the comparison object, or null if no match was found.

Type
object | Phaser.GameObjects.GameObject

<static> GridAlign(items, options)

Takes an array of Game Objects, or any objects that have public x and y properties,
and then aligns them based on the grid configuration given to this action.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

options GridAlignConfig

The GridAlign Configuration object.

Since: 3.0.0
Source: src/actions/GridAlign.js (Line 29)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> IncAlpha(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public alpha property,
and then adds the given value to each of their alpha properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncAlpha(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the alpha property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/IncAlpha.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> IncX(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public x property,
and then adds the given value to each of their x properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncX(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the x property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/IncX.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> IncXY(items, x [, y] [, stepX] [, stepY] [, index] [, direction])

Takes an array of Game Objects, or any objects that have public x and y properties,
and then adds the given value to each of them.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: IncXY(group.getChildren(), x, y, stepX, stepY)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

x number

The amount to be added to the x property.

y number <optional>
x

The amount to be added to the y property. If undefined or null it uses the x value.

stepX number <optional>
0

This is added to the x amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the y amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/IncXY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> IncY(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public y property,
and then adds the given value to each of their y properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncY(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the y property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/IncY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlaceOnCircle(items, circle [, startAngle] [, endAngle])

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Circle.

If you wish to pass a Phaser.GameObjects.Circle Shape to this function, you should pass its geom property.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

circle Phaser.Geom.Circle

The Circle to position the Game Objects on.

startAngle number <optional>
0

Optional angle to start position from, in radians.

endAngle number <optional>
6.28

Optional angle to stop position at, in radians.

Since: 3.0.0
Source: src/actions/PlaceOnCircle.js (Line 7)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlaceOnEllipse(items, ellipse [, startAngle] [, endAngle])

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of an Ellipse.

If you wish to pass a Phaser.GameObjects.Ellipse Shape to this function, you should pass its geom property.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

ellipse Phaser.Geom.Ellipse

The Ellipse to position the Game Objects on.

startAngle number <optional>
0

Optional angle to start position from, in radians.

endAngle number <optional>
6.28

Optional angle to stop position at, in radians.

Since: 3.0.0
Source: src/actions/PlaceOnEllipse.js (Line 7)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlaceOnLine(items, line)

Positions an array of Game Objects on evenly spaced points of a Line.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

line Phaser.Geom.Line

The Line to position the Game Objects on.

Since: 3.0.0
Source: src/actions/PlaceOnLine.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlaceOnRectangle(items, rect [, shift])

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Rectangle.

Placement starts from the top-left of the rectangle, and proceeds in a clockwise direction.
If the shift parameter is given you can offset where placement begins.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

rect Phaser.Geom.Rectangle

The Rectangle to position the Game Objects on.

shift integer <optional>
1

An optional positional offset.

Since: 3.0.0
Source: src/actions/PlaceOnRectangle.js (Line 11)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlaceOnTriangle(items, triangle [, stepRate])

Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle.

If you wish to pass a Phaser.GameObjects.Triangle Shape to this function, you should pass its geom property.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

triangle Phaser.Geom.Triangle

The Triangle to position the Game Objects on.

stepRate number <optional>
1

An optional step rate, to increase or decrease the packing of the Game Objects on the lines.

Since: 3.0.0
Source: src/actions/PlaceOnTriangle.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PlayAnimation(items, key [, startFrame])

Play an animation with the given key, starting at the given startFrame on all Game Objects in items.

Parameters:
Name Type Argument Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

key string

The name of the animation to play.

startFrame string | integer <optional>

The starting frame of the animation with the given key.

Since: 3.0.0
Source: src/actions/PlayAnimation.js (Line 7)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PropertyValueInc(items, key, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public property as defined in key,
and then adds the given value to it.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: PropertyValueInc(group.getChildren(), key, value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

key string

The property to be updated.

value number

The amount to be added to the property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.3.0
Source: src/actions/PropertyValueInc.js (Line 7)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> PropertyValueSet(items, key, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public property as defined in key,
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: PropertyValueSet(group.getChildren(), key, value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

key string

The property to be updated.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.3.0
Source: src/actions/PropertyValueSet.js (Line 7)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RandomCircle(items, circle)

Takes an array of Game Objects and positions them at random locations within the Circle.

If you wish to pass a Phaser.GameObjects.Circle Shape to this function, you should pass its geom property.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

circle Phaser.Geom.Circle

The Circle to position the Game Objects within.

Since: 3.0.0
Source: src/actions/RandomCircle.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RandomEllipse(items, ellipse)

Takes an array of Game Objects and positions them at random locations within the Ellipse.

If you wish to pass a Phaser.GameObjects.Ellipse Shape to this function, you should pass its geom property.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

ellipse Phaser.Geom.Ellipse

The Ellipse to position the Game Objects within.

Since: 3.0.0
Source: src/actions/RandomEllipse.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RandomLine(items, line)

Takes an array of Game Objects and positions them at random locations on the Line.

If you wish to pass a Phaser.GameObjects.Line Shape to this function, you should pass its geom property.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

line Phaser.Geom.Line

The Line to position the Game Objects randomly on.

Since: 3.0.0
Source: src/actions/RandomLine.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RandomRectangle(items, rect)

Takes an array of Game Objects and positions them at random locations within the Ellipse.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

rect Phaser.Geom.Rectangle

The Rectangle to position the Game Objects within.

Since: 3.0.0
Source: src/actions/RandomRectangle.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RandomTriangle(items, triangle)

Takes an array of Game Objects and positions them at random locations within the Triangle.

If you wish to pass a Phaser.GameObjects.Triangle Shape to this function, you should pass its geom property.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

triangle Phaser.Geom.Triangle

The Triangle to position the Game Objects within.

Since: 3.0.0
Source: src/actions/RandomTriangle.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> Rotate(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public rotation property,
and then adds the given value to each of their rotation properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: Rotate(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the rotation property (in radians).

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/Rotate.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RotateAround(items, point, angle)

Rotates each item around the given point by the given angle.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

point object

Any object with public x and y properties.

angle number

The angle to rotate by, in radians.

Since: 3.0.0
Source: src/actions/RotateAround.js (Line 10)
See:
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> RotateAroundDistance(items, point, angle, distance)

Rotates an array of Game Objects around a point by the given angle and distance.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

point object

Any object with public x and y properties.

angle number

The angle to rotate by, in radians.

distance number

The distance from the point of rotation in pixels.

Since: 3.0.0
Source: src/actions/RotateAroundDistance.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> ScaleX(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public scaleX property,
and then adds the given value to each of their scaleX properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: ScaleX(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the scaleX property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/ScaleX.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> ScaleXY(items, scaleX [, scaleY] [, stepX] [, stepY] [, index] [, direction])

Takes an array of Game Objects, or any objects that have public scaleX and scaleY properties,
and then adds the given value to each of them.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: ScaleXY(group.getChildren(), scaleX, scaleY, stepX, stepY)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

scaleX number

The amount to be added to the scaleX property.

scaleY number <optional>

The amount to be added to the scaleY property. If undefined or null it uses the scaleX value.

stepX number <optional>
0

This is added to the scaleX amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the y amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/ScaleXY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> ScaleY(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have a public scaleY property,
and then adds the given value to each of their scaleY properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: ScaleY(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to be added to the scaleY property.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/ScaleY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetAlpha(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property alpha
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetAlpha(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetAlpha.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetBlendMode(items, value [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property blendMode
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetBlendMode(group.getChildren(), value)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetBlendMode.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetDepth(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property depth
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetDepth(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetDepth.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetHitArea(items, hitArea, hitAreaCallback)

Passes all provided Game Objects to the Input Manager to enable them for input with identical areas and callbacks.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

hitArea *

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

hitAreaCallback HitAreaCallback

A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

Since: 3.0.0
Source: src/actions/SetHitArea.js (Line 7)
See:
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetOrigin(items, originX [, originY] [, stepX] [, stepY] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public properties originX and originY
and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetOrigin(group.getChildren(), originX, originY, stepX, stepY)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

originX number

The amount to set the originX property to.

originY number <optional>

The amount to set the originY property to. If undefined or null it uses the originX value.

stepX number <optional>
0

This is added to the originX amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the originY amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetOrigin.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetRotation(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property rotation
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetRotation(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetRotation.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetScale(items, scaleX [, scaleY] [, stepX] [, stepY] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public properties scaleX and scaleY
and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScale(group.getChildren(), scaleX, scaleY, stepX, stepY)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

scaleX number

The amount to set the scaleX property to.

scaleY number <optional>

The amount to set the scaleY property to. If undefined or null it uses the scaleX value.

stepX number <optional>
0

This is added to the scaleX amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the scaleY amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetScale.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetScaleX(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property scaleX
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScaleX(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetScaleX.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetScaleY(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property scaleY
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScaleY(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetScaleY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetTint(items, topLeft [, topRight] [, bottomLeft] [, bottomRight])

Takes an array of Game Objects, or any objects that have the public method setTint() and then updates it to the given value(s). You can specify tint color per corner or provide only one color value for topLeft parameter, in which case whole item will be tinted with that color.

Parameters:
Name Type Argument Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

topLeft number

The tint being applied to top-left corner of item. If other parameters are given no value, this tint will be applied to whole item.

topRight number <optional>

The tint to be applied to top-right corner of item.

bottomLeft number <optional>

The tint to be applied to the bottom-left corner of item.

bottomRight number <optional>

The tint to be applied to the bottom-right corner of item.

Since: 3.0.0
Source: src/actions/SetTint.js (Line 7)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetVisible(items, value [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property visible
and then sets it to the given value.

To use this with a Group: SetVisible(group.getChildren(), value)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value boolean

The value to set the property to.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetVisible.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetX(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property x
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetX(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetX.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetXY(items, x [, y] [, stepX] [, stepY] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public properties x and y
and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetXY(group.getChildren(), x, y, stepX, stepY)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

x number

The amount to set the x property to.

y number <optional>
x

The amount to set the y property to. If undefined or null it uses the x value.

stepX number <optional>
0

This is added to the x amount, multiplied by the iteration counter.

stepY number <optional>
0

This is added to the y amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetXY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SetY(items, value [, step] [, index] [, direction])

Takes an array of Game Objects, or any objects that have the public property y
and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetY(group.getChildren(), value, step)

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

The array of items to be updated by this action.

value number

The amount to set the property to.

step number <optional>
0

This is added to the value amount, multiplied by the iteration counter.

index integer <optional>
0

An optional offset to start searching from within the items array.

direction integer <optional>
1

The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Since: 3.0.0
Source: src/actions/SetY.js (Line 9)
Returns:

The array of objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> ShiftPosition(items, x, y [, direction] [, output])

Iterate through the items array changing the position of each element to be that of the element that came before
it in the array (or after it if direction = 1)

The first items position is set to x/y.

The final x/y coords are returned

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

x number

The x coordinate to place the first item in the array at.

y number

The y coordinate to place the first item in the array at.

direction integer <optional>
0

The iteration direction. 0 = first to last and 1 = last to first.

output Phaser.Math.Vector2 | object <optional>

An optional objec to store the final objects position in.

Since: 3.0.0
Source: src/actions/ShiftPosition.js (Line 9)
Returns:

The output vector.

Type
Phaser.Math.Vector2

<static> Shuffle(items)

Shuffles the array in place. The shuffled array is both modified and returned.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

Since: 3.0.0
Source: src/actions/Shuffle.js (Line 9)
See:
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SmootherStep(items, property, min, max [, inc])

Smootherstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

property string

The property of the Game Object to interpolate.

min number

The minimum interpolation value.

max number

The maximum interpolation value.

inc boolean <optional>
false

Should the values be incremented? true or set (false)

Since: 3.0.0
Source: src/actions/SmootherStep.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> SmoothStep(items, property, min, max [, inc])

Smoothstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

property string

The property of the Game Object to interpolate.

min number

The minimum interpolation value.

max number

The maximum interpolation value.

inc boolean <optional>
false

Should the values be incremented? true or set (false)

Since: 3.0.0
Source: src/actions/SmoothStep.js (Line 9)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> Spread(items, property, min, max [, inc])

Takes an array of Game Objects and then modifies their property so the value equals, or is incremented, the
calculated spread value.

The spread value is derived from the given min and max values and the total number of items in the array.//#endregion

For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call:

Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1);
Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

property string

The property of the Game Object to spread.

min number

The minimum value.

max number

The maximum value.

inc boolean <optional>
false

Should the values be incremented? true or set (false)

Since: 3.0.0
Source: src/actions/Spread.js (Line 7)
Returns:

The array of Game Objects that were passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> ToggleVisible(items)

Takes an array of Game Objects and toggles the visibility of each one.
Those previously visible = false will become visible = true, and vice versa.

Parameters:
Name Type Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

Since: 3.0.0
Source: src/actions/ToggleVisible.js (Line 7)
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>

<static> WrapInRectangle(items, rect [, padding])

Wrap each item's coordinates within a rectangle's area.

Parameters:
Name Type Argument Default Description
items array | Array.<Phaser.GameObjects.GameObject>

An array of Game Objects. The contents of this array are updated by this Action.

rect Phaser.Geom.Rectangle

The rectangle.

padding number <optional>
0

An amount added to each side of the rectangle during the operation.

Since: 3.0.0
Source: src/actions/WrapInRectangle.js (Line 10)
See:
Returns:

The array of Game Objects that was passed to this Action.

Type
array | Array.<Phaser.GameObjects.GameObject>