- Source: src/actions/index.js (Line 7)
Methods
-
<static> AlignTo(items, position [, offsetX] [, offsetY])
-
Takes an array of Game Objects, or any objects that have public
x
andy
properties, and aligns them next to each other.The first item isn't moved. The second item is aligned next to the first, then the third next to the second, and so on.
Parameters:
Name Type Argument Default Description items
array | Array.<Phaser.GameObjects.GameObject> The array of items to be updated by this action.
position
number The position to align the items with. This is an align constant, such as
Phaser.Display.Align.LEFT_CENTER
.offsetX
number <optional>
0 Optional horizontal offset from the position.
offsetY
number <optional>
0 Optional vertical offset from the position.
- Since: 3.22.0
- Source: src/actions/AlignTo.js (Line 9)
Returns:
The array of objects that were passed to this Action.
- Type
- array | Array.<Phaser.GameObjects.GameObject>
-
<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 theirangle
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
Phaser.Types.Actions.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 7)
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 propertyscaleX
set to 0.5 andalpha
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
number <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 propertyscaleX
set to 0.5 andalpha
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
number <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
andy
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
Phaser.Types.Actions.GridAlignConfig The GridAlign Configuration object.
- Since: 3.0.0
- Source: src/actions/GridAlign.js (Line 15)
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 theiralpha
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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 theirx
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
andy
properties, and then adds the given value to each of them.The optional
stepX
andstepY
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. Ifundefined
ornull
it uses thex
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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 theiry
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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 itsgeom
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 itsgeom
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
number <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 itsgeom
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 | number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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 itsgeom
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 itsgeom
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 itsgeom
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 Rectangle.
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 itsgeom
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 theirrotation
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
andy
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
andy
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 theirscaleX
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
andscaleY
properties, and then adds the given value to each of them.The optional
stepX
andstepY
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. Ifundefined
ornull
it uses thescaleX
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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 theirscaleY
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
Phaser.Types.Input.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
andoriginY
and then sets them to the given values.The optional
stepX
andstepY
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. Ifundefined
ornull
it uses theoriginX
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
andscaleY
and then sets them to the given values.The optional
stepX
andstepY
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. Ifundefined
ornull
it uses thescaleX
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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> SetScrollFactor(items, scrollFactorX [, scrollFactorY] [, stepX] [, stepY] [, index] [, direction])
-
Takes an array of Game Objects, or any objects that have the public properties
scrollFactorX
andscrollFactorY
and then sets them to the given values.The optional
stepX
andstepY
properties are applied incrementally, multiplied by each item in the array.To use this with a Group:
SetScrollFactor(group.getChildren(), scrollFactorX, scrollFactorY, stepX, stepY)
Parameters:
Name Type Argument Default Description items
array | Array.<Phaser.GameObjects.GameObject> The array of items to be updated by this action.
scrollFactorX
number The amount to set the
scrollFactorX
property to.scrollFactorY
number <optional>
The amount to set the
scrollFactorY
property to. Ifundefined
ornull
it uses thescrollFactorX
value.stepX
number <optional>
0 This is added to the
scrollFactorX
amount, multiplied by the iteration counter.stepY
number <optional>
0 This is added to the
scrollFactorY
amount, multiplied by the iteration counter.index
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <optional>
1 The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
- Since: 3.21.0
- Source: src/actions/SetScrollFactor.js (Line 9)
Returns:
The array of objects that were passed to this Action.
- Type
- array | Array.<Phaser.GameObjects.GameObject>
-
<static> SetScrollFactorX(items, value [, step] [, index] [, direction])
-
Takes an array of Game Objects, or any objects that have the public property
scrollFactorX
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:
SetScrollFactorX(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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <optional>
1 The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
- Since: 3.21.0
- Source: src/actions/SetScrollFactorX.js (Line 9)
Returns:
The array of objects that were passed to this Action.
- Type
- array | Array.<Phaser.GameObjects.GameObject>
-
<static> SetScrollFactorY(items, value [, step] [, index] [, direction])
-
Takes an array of Game Objects, or any objects that have the public property
scrollFactorY
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:
SetScrollFactorY(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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <optional>
1 The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
- Since: 3.21.0
- Source: src/actions/SetScrollFactorY.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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
andy
and then sets them to the given values.The optional
stepX
andstepY
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. Ifundefined
ornull
it uses thex
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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <optional>
0 An optional offset to start searching from within the items array.
direction
number <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
number <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, by the calculated spread value.The spread value is derived from the given
min
andmax
values and the total number of items in the array.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 becomevisible = 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>