Class: Container

Phaser.GameObjects. Container

A Container Game Object.

A Container, as the name implies, can 'contain' other types of Game Object. When a Game Object is added to a Container, the Container becomes responsible for the rendering of it. By default it will be removed from the Display List and instead added to the Containers own internal list.

The position of the Game Object automatically becomes relative to the position of the Container.

The origin of a Container is 0x0 (in local space) and that cannot be changed. The children you add to the Container should be positioned with this value in mind. I.e. you should treat 0x0 as being the center of the Container, and position children positively and negative around it as required.

When the Container is rendered, all of its children are rendered as well, in the order in which they exist within the Container. Container children can be repositioned using methods such as MoveUp, MoveDown and SendToBack.

If you modify a transform property of the Container, such as Container.x or Container.rotation then it will automatically influence all children as well.

Containers can include other Containers for deeply nested transforms.

Containers can have masks set on them and can be used as a mask too. However, Container children cannot be masked. The masks do not 'stack up'. Only a Container on the root of the display list will use its mask.

Containers can be enabled for input. Because they do not have a texture you need to provide a shape for them to use as their hit area. Container children can also be enabled for input, independent of the Container.

If input enabling a child you should not set both the origin and a negative scale factor on the child, or the input area will become misaligned.

Containers can be given a physics body for either Arcade Physics, Impact Physics or Matter Physics. However, if Container children are enabled for physics you may get unexpected results, such as offset bodies, if the Container itself, or any of its ancestors, is positioned anywhere other than at 0 x 0. Container children with physics do not factor in the Container due to the excessive extra calculations needed. Please structure your game to work around this.

It's important to understand the impact of using Containers. They add additional processing overhead into every one of their children. The deeper you nest them, the more the cost escalates. This is especially true for input events. You also loose the ability to set the display depth of Container children in the same flexible manner as those not within them. In short, don't use them for the sake of it. You pay a small cost every time you create one, try to structure your game around avoiding that where possible.


new Container(scene [, x] [, y] [, children])

Parameters:
Name Type Argument Default Description
scene Phaser.Scene

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

x number <optional>
0

The horizontal position of this Game Object in the world.

y number <optional>
0

The vertical position of this Game Object in the world.

children Array.<Phaser.GameObjects.GameObject> <optional>

An optional array of Game Objects to add to this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 19)

Extends

Members


active :boolean

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • true
Source: src/gameobjects/GameObject.js (Line 112)

alpha :number

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/AlphaSingle.js (Line 68)

angle :number

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 200)

blendMode :Phaser.BlendModes|string

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 30)

<nullable> body :Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|MatterJS.BodyType

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 185)

cameraFilter :number

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Type:
  • number
Since: 3.0.0
Inherited From:
Overrides:
Default Value:
  • 0
Source: src/gameobjects/GameObject.js (Line 159)
Example
1
this.cameraFilter |= camera.id

data :Phaser.Data.DataManager

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 135)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 21)

depth :number

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 28)

displayHeight :number

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 68)

displayList :Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

Type:
Since: 3.50.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 52)

<readonly> displayOriginX :number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 309)

<readonly> displayOriginY :number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 328)

displayWidth :number

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 43)

exclusive :boolean

Does this Container exclusively manage its children?

The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

Type:
  • boolean
Since: 3.4.0
Default Value:
  • true
Source: src/gameobjects/container/Container.js (Line 113)

<readonly, nullable> first :Phaser.GameObjects.GameObject

Returns the first Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1237)

hasPostPipeline :boolean

Does this Game Object have any Post Pipelines set?

Type:
  • boolean
Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 45)

height :number

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 30)

ignoreDestroy :boolean

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Type:
  • boolean
Since: 3.5.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/GameObject.js (Line 195)

<nullable> input :Phaser.Types.Input.InteractiveObject

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 174)

<readonly, nullable> last :Phaser.GameObjects.GameObject

Returns the last Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1265)

<readonly> length :number

The number of Game Objects inside this Container.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1220)

list :Array.<Phaser.GameObjects.GameObject>

An array holding the children of this Container.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 104)

localTransform :Phaser.GameObjects.Components.TransformMatrix

Internal Transform Matrix used for local space conversion.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 154)

mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask

The Mask this Game Object is using during render.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 19)

maxSize :number

Containers can have an optional maximum size. If set to anything above 0 it will constrict the addition of new Game Objects into the Container, capping off the maximum limit the Container can grow in size to.

Type:
  • number
Since: 3.4.0
Default Value:
  • -1
Source: src/gameobjects/container/Container.js (Line 133)

name :string

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Type:
  • string
Since: 3.0.0
Inherited From:
Default Value:
  • ''
Source: src/gameobjects/GameObject.js (Line 101)

<readonly, nullable> next :Phaser.GameObjects.GameObject

Returns the next Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1293)

<readonly> originX :number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 271)

<readonly> originY :number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 290)

parentContainer :Phaser.GameObjects.Container

The parent Container of this Game Object, if it has one.

Type:
Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 92)

pipeline :Phaser.Renderer.WebGL.WebGLPipeline

The current WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 34)

pipelineData :object

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Type:
  • object
Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 70)

position :number

The cursor position.

Type:
  • number
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 145)

postPipeline :Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Type:
Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 55)

<readonly, nullable> previous :Phaser.GameObjects.GameObject

Returns the previous Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

Type:
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1321)

renderFlags :number

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Type:
  • number
Since: 3.0.0
Inherited From:
Overrides:
Default Value:
  • 15
Source: src/gameobjects/GameObject.js (Line 147)

rotation :number

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 227)

scale :number

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Type:
  • number
Since: 3.18.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 102)

scaleX :number

The horizontal scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 138)

scaleY :number

The vertical scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 169)

scene :Phaser.Scene

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 38)

scrollFactorX :number

The horizontal scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Container.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
  • number
Since: 3.4.0
Default Value:
  • 1
Source: src/gameobjects/container/Container.js (Line 203)

scrollFactorY :number

The vertical scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Container.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
  • number
Since: 3.4.0
Default Value:
  • 1
Source: src/gameobjects/container/Container.js (Line 230)

state :number|string

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Type:
  • number | string
Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 76)

tabIndex :number

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/GameObject.js (Line 124)

type :string

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 66)

visible :boolean

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 31)

w :number

The w position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 92)

width :number

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 17)

x :number

The x position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 59)

y :number

The y position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 69)

z :number

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 79)

Methods


add(child)

Adds the given Game Object, or array of Game Objects, to this Container.

Each Game Object must be unique within the Container.

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

The Game Object, or array of Game Objects, to add to the Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 551)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

addAt(child [, index])

Adds the given Game Object, or array of Game Objects, to this Container at the specified position.

Existing Game Objects in the Container are shifted up.

Each Game Object must be unique within the Container.

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

The Game Object, or array of Game Objects, to add to the Container.

index number <optional>
0

The position to insert the Game Object/s at.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 570)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

addedToScene()

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 548)

addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.GameObjects.Container

bringToTop(child)

Brings the given Game Object to the top of this Container. This will cause it to render on-top of any other objects in the Container.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to bring to the top of the Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 922)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

clearAlpha()

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/AlphaSingle.js (Line 33)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

clearMask( [destroyMask])

Clears the mask that this Game Object was using.

Parameters:
Name Type Argument Default Description
destroyMask boolean <optional>
false

Destroy the mask before clearing it?

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 56)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

copyPosition(source)

Copies an object's coordinates to this Game Object's position.

Parameters:
Name Type Description
source Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like

An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 282)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

count(property, value [, startIndex] [, endIndex])

Returns the total number of Game Objects in this Container that have a property matching the given value.

For example: count('visible', true) would count all the elements that have their visible property set.

You can optionally limit the operation to the startIndex - endIndex range.

Parameters:
Name Type Argument Default Description
property string

The property to check.

value any

The value to check.

startIndex number <optional>
0

An optional start index to search from.

endIndex number <optional>
Container.length

An optional end index to search up to (but not included)

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 741)
Returns:

The total number of Game Objects in this Container with a property matching the given value.

Type
number

createBitmapMask( [renderable])

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.

Parameters:
Name Type Argument Description
renderable Phaser.GameObjects.GameObject <optional>

A renderable Game Object that uses a texture, such as a Sprite.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 80)
Returns:

This Bitmap Mask that was created.

Type
Phaser.Display.Masks.BitmapMask

createGeometryMask( [graphics])

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Parameters:
Name Type Argument Description
graphics Phaser.GameObjects.Graphics <optional>

A Graphics Game Object. The geometry within it will be used as the mask.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 112)
Returns:

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

destroy()

Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

Also removes itself from the Input Manager and Physics Manager if previously enabled.

Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 661)
Fires:

disableInteractive()

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 490)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

each(callback [, context] [, args])

Passes all Game Objects in this Container to the given callback.

A copy of the Container is made before passing each entry to your callback. This protects against the callback itself modifying the Container.

If you know for sure that the callback will not change the size of this Container then you can use the more performant Container.iterate method instead.

Parameters:
Name Type Argument Description
callback function

The function to call.

context object <optional>

Value to use as this when executing callback.

args * <optional>
<repeatable>

Additional arguments that will be passed to the callback, after the child.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1102)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

Return an array listing the events for which the emitter has registered listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
Array.<(string|symbol)>

exists(child)

Returns true if the given Game Object is a direct child of this Container.

This check does not scan nested Containers.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to check for within this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1053)
Returns:

True if the Game Object is an immediate child of this Container, otherwise false.

Type
boolean

getAll( [property] [, value] [, startIndex] [, endIndex])

Returns all Game Objects in this Container.

You can optionally specify a matching criteria using the property and value arguments.

For example: getAll('body') would return only Game Objects that have a body property.

You can also specify a value to compare the property to:

getAll('visible', true) would return only Game Objects that have their visible property set to true.

Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

Parameters:
Name Type Argument Default Description
property string <optional>

The property to test on each Game Object in the Container.

value any <optional>

If property is set then the property must strictly equal this value to be included in the results.

startIndex number <optional>
0

An optional start index to search from.

endIndex number <optional>
Container.length

An optional end index to search up to (but not included)

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 711)
Returns:

An array of matching Game Objects from this Container.

Type
Array.<Phaser.GameObjects.GameObject>

getAt(index)

Returns the Game Object at the given position in this Container.

Parameters:
Name Type Description
index number

The position to get the Game Object from.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 592)
Returns:

The Game Object at the specified index, or null if none found.

Type
Phaser.GameObjects.GameObject

getBounds( [output])

Gets the bounds of this Container. It works by iterating all children of the Container, getting their respective bounds, and then working out a min-max rectangle from that. It does not factor in if the children render or not, all are included.

Some children are unable to return their bounds, such as Graphics objects, in which case they are skipped.

Depending on the quantity of children in this Container it could be a really expensive call, so cache it and only poll it as needed.

The values are stored and returned in a Rectangle object.

Parameters:
Name Type Argument Description
output Phaser.Geom.Rectangle <optional>

A Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 376)
Returns:

The values stored in the output object.

Type
Phaser.Geom.Rectangle

getBoundsTransformMatrix()

Returns the world transform matrix as used for Bounds checks.

The returned matrix is temporal and shouldn't be stored.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 536)
Returns:

The world transform matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getByName(name)

Searches for the first instance of a child with its name property matching the given argument. Should more than one child have the same name only the first is returned.

Parameters:
Name Type Description
name string

The name to search for.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 654)
Returns:

The first child with a matching name, or null if none were found.

Type
Phaser.GameObjects.GameObject

getData(key)

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

1
sprite.getData('gold');

Or access the value directly:

1
sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

1
sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:
Name Type Description
key string | Array.<string>

The key of the value to retrieve, or an array of keys.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 412)
Returns:

The value belonging to the given key, or an array of values, the order of which will match the input array.

Type
*

getFirst(property, value [, startIndex] [, endIndex])

Gets the first Game Object in this Container.

You can also specify a property and value to search for, in which case it will return the first Game Object in this Container with a matching property and / or value.

For example: getFirst('visible', true) would return the first Game Object that had its visible property set.

You can limit the search to the startIndex - endIndex range.

Parameters:
Name Type Argument Default Description
property string

The property to test on each Game Object in the Container.

value *

The value to test the property against. Must pass a strict (===) comparison check.

startIndex number <optional>
0

An optional start index to search from.

endIndex number <optional>
Container.length

An optional end index to search up to (but not included)

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 686)
Returns:

The first matching Game Object, or null if none was found.

Type
Phaser.GameObjects.GameObject

getIndex(child)

Returns the index of the given Game Object in this Container.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to search for in this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 607)
Returns:

The index of the Game Object in this Container, or -1 if not found.

Type
number

getIndexList()

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 619)
Returns:

An array of display list position indexes.

Type
Array.<number>

getLocalPoint(x, y [, point] [, camera])

Takes the given x and y coordinates and converts them into local space for this Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no camera is specified, it will use the main camera from the Scene to which this Game Object belongs.

Parameters:
Name Type Argument Description
x number

The x position to translate.

y number

The y position to translate.

point Phaser.Math.Vector2 <optional>

A Vector2, or point-like object, to store the results in.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera which is being tested against. If not given will use the Scene default camera.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 527)
Returns:

The translated point.

Type
Phaser.Math.Vector2

getLocalTransformMatrix( [tempMatrix])

Gets the local transform matrix for this Game Object.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 473)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getParentRotation()

Gets the sum total rotation of all of this Game Objects parent Containers.

The returned value is in radians and will be zero if this Game Object has no parent container.

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 577)
Returns:

The sum total rotation, in radians, of all parent containers of this Game Object.

Type
number

getPipelineName()

Gets the name of the WebGL Pipeline this Game Object is currently using.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 397)
Returns:

The string-based name of the pipeline being used by this Game Object.

Type
string

getPostPipeline(pipeline)

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Parameters:
Name Type Description
pipeline string | function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 272)
Returns:

The first Post Pipeline matching the name, or undefined if no match.

Type
Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

getRandom( [startIndex] [, length])

Returns a random Game Object from this Container.

Parameters:
Name Type Argument Default Description
startIndex number <optional>
0

An optional start index.

length number <optional>

An optional length, the total number of elements (from the startIndex) to choose from.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 670)
Returns:

A random child from the Container, or null if the Container is empty.

Type
Phaser.GameObjects.GameObject

getWorldTransformMatrix( [tempMatrix] [, parentMatrix])

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 490)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

incData(key [, data])

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:
Name Type Argument Description
key string | object

The key to increase the value for.

data * <optional>

The value to increase for the given key.

Since: 3.23.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 353)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

initPipeline(pipeline)

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Parameters:
Name Type Description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline

Either the string-based name of the pipeline, or a pipeline instance to set.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 80)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

iterate(callback [, context] [, args])

Passes all Game Objects in this Container to the given callback.

Only use this method when you absolutely know that the Container will not be modified during the iteration, i.e. by removing or adding to its contents.

Parameters:
Name Type Argument Description
callback function

The function to call.

context object <optional>

Value to use as this when executing callback.

args * <optional>
<repeatable>

Additional arguments that will be passed to the callback, after the child.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1142)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
Array.<function()>

moveDown(child)

Moves the given Game Object down one place in this Container, unless it's already at the bottom.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to be moved in the Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 975)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

moveTo(child, index)

Moves a Game Object to a new position within this Container.

The Game Object must already be a child of this Container.

The Game Object is removed from its old position and inserted into the new one. Therefore the Container size does not change. Other children will change position accordingly.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to move.

index number

The new position of the Game Object in this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 783)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

moveUp(child)

Moves the given Game Object up one place in this Container, unless it's already at the top.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to be moved in the Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 958)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.GameObjects.Container

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.GameObjects.Container

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.GameObjects.Container

pointToContainer(source [, output])

Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties, and transforms it into the space of this Container, then returns it in the output object.

Parameters:
Name Type Argument Description
source object | Phaser.Geom.Point | Phaser.Math.Vector2

The Source Point to be transformed.

output object | Phaser.Geom.Point | Phaser.Math.Vector2 <optional>

A destination object to store the transformed point in. If none given a Vector2 will be created and returned.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 499)
Returns:

The transformed point.

Type
object | Phaser.Geom.Point | Phaser.Math.Vector2

<protected> preDestroy()

Internal destroy handler, called as part of the destroy process.

Since: 3.9.0
Source: src/gameobjects/container/Container.js (Line 1349)

remove(child [, destroyChild])

Removes the given Game Object, or array of Game Objects, from this Container.

The Game Objects must already be children of this Container.

You can also optionally call destroy on each Game Object that is removed from the Container.

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

The Game Object, or array of Game Objects, to be removed from the Container.

destroyChild boolean <optional>
false

Optionally call destroy on each child successfully removed from this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 806)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

removeAll( [destroyChild])

Removes all Game Objects from this Container.

You can also optionally call destroy on each Game Object that is removed from the Container.

Parameters:
Name Type Argument Default Description
destroyChild boolean <optional>
false

Optionally call destroy on each Game Object successfully removed from this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 895)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.GameObjects.Container

removeAt(index [, destroyChild])

Removes the Game Object at the given position in this Container.

You can also optionally call destroy on the Game Object, if one is found.

Parameters:
Name Type Argument Default Description
index number

The index of the Game Object to be removed.

destroyChild boolean <optional>
false

Optionally call destroy on the Game Object if successfully removed from this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 841)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

removeBetween( [startIndex] [, endIndex] [, destroyChild])

Removes the Game Objects between the given positions in this Container.

You can also optionally call destroy on each Game Object that is removed from the Container.

Parameters:
Name Type Argument Default Description
startIndex number <optional>
0

An optional start index to search from.

endIndex number <optional>
Container.length

An optional end index to search up to (but not included)

destroyChild boolean <optional>
false

Optionally call destroy on each Game Object successfully removed from this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 866)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

removedFromScene()

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 563)

removeInteractive()

If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 514)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.GameObjects.Container

removePostPipeline(pipeline)

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Parameters:
Name Type Description
pipeline string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 361)
Returns:

This Game Object.

Type
Phaser.GameObjects.Container

replace(oldChild, newChild [, destroyChild])

Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.

Parameters:
Name Type Argument Default Description
oldChild Phaser.GameObjects.GameObject

The Game Object in this Container that will be replaced.

newChild Phaser.GameObjects.GameObject

The Game Object to be added to this Container.

destroyChild boolean <optional>
false

Optionally call destroy on the Game Object if successfully removed from this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1022)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

resetPipeline( [resetPostPipelines] [, resetData])

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Parameters:
Name Type Argument Default Description
resetPostPipelines boolean <optional>
false

Reset all of the post pipelines?

resetData boolean <optional>
false

Reset the pipelineData object to being an empty object?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 298)
Returns:

true if the pipeline was reset successfully, otherwise false.

Type
boolean

resetPostPipeline( [resetData])

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Parameters:
Name Type Argument Default Description
resetData boolean <optional>
false

Reset the pipelineData object to being an empty object?

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 331)

reverse()

Reverses the order of all Game Objects in this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 992)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

sendToBack(child)

Sends the given Game Object to the bottom of this Container. This will cause it to render below any other objects in the Container.

Parameters:
Name Type Description
child Phaser.GameObjects.GameObject

The Game Object to send to the bottom of the Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 940)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

setActive(value)

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:
Name Type Description
value boolean

True if this Game Object should be set as active, false if not.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 215)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

setAll(property, value [, startIndex] [, endIndex])

Sets the property to the given value on all Game Objects in this Container.

Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

Parameters:
Name Type Argument Default Description
property string

The property that must exist on the Game Object.

value any

The value to get the property to.

startIndex number <optional>
0

An optional start index to search from.

endIndex number <optional>
Container.length

An optional end index to search up to (but not included)

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1070)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

setAlpha( [value])

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

Parameters:
Name Type Argument Default Description
value number <optional>
1

The alpha value applied across the whole Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/AlphaSingle.js (Line 48)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setAngle( [degrees])

Sets the angle of this Game Object.

Parameters:
Name Type Argument Default Description
degrees number <optional>
0

The rotation of this Game Object, in degrees.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 353)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setBlendMode(value)

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE (only works when rendering to a framebuffer, like a Render Texture)

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

Parameters:
Name Type Description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setData(key [, data])

Allows you to store a key value pair within this Game Objects Data Manager.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

1
sprite.setData('name', 'Red Gem Stone');

You can also pass in an object of key value pairs as the first argument:

1
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

To get a value back again you can call getData:

1
sprite.getData('gold');

Or you can access the value directly via the values property, where it works like any other variable:

1
sprite.data.values.gold += 50;

When the value is first set, a setdata event is emitted from this Game Object.

If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

Parameters:
Name Type Argument Description
key string | object

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data * <optional>

The value to set for the given key. If an object is provided as the key this argument is ignored.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 294)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

setDataEnabled()

Adds a Data Manager component to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 275)
See:
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

setDepth(value)

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Parameters:
Name Type Description
value number

The depth of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 62)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setDisplaySize(width, height)

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 120)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setExclusive( [value])

Does this Container exclusively manage its children?

The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

The exclusive state of this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 347)
Returns:

This Container.

Type
Phaser.GameObjects.Container

setInteractive( [hitArea] [, callback] [, dropZone])

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:
Name Type Argument Default Description
hitArea Phaser.Types.Input.InputConfiguration | any <optional>

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

callback Phaser.Types.Input.HitAreaCallback <optional>

The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

dropZone boolean <optional>
false

Should this Game Object be treated as a drop zone target?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 452)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container
Examples
1
sprite.setInteractive();
1
sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains);
1
graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains);

setMask(mask)

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:
Name Type Description
mask Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

The mask this Game Object will use when rendering.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 28)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setName(value)

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:
Name Type Description
value string

The name to be given to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 233)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

setPipeline(pipeline [, pipelineData] [, copyData])

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Both the pipeline and post pipelines share the same pipeline data object.

Parameters:
Name Type Argument Default Description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData object <optional>

Optional pipeline data object that is deep copied into the pipelineData property of this Game Object.

copyData boolean <optional>
true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 125)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setPipelineData(key [, value])

Adds an entry to the pipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Both the pipeline and post pipelines share the pipeline data object together.

Parameters:
Name Type Argument Description
key string

The key of the pipeline data to set, update, or delete.

value any <optional>

The value to be set with the key. If undefined then key will be deleted from the object.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 238)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setPosition( [x] [, y] [, z] [, w])

Sets the position of this Game Object.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of this Game Object.

y number <optional>
x

The y position of this Game Object. If not set it will use the x value.

z number <optional>
0

The z position of this Game Object.

w number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 254)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setPostPipeline(pipelines [, pipelineData] [, copyData])

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also sets the pipelineData property, if the parameter is given.

Both the pipeline and post pipelines share the pipeline data object together.

Parameters:
Name Type Argument Default Description
pipelines string | Array.<string> | function | Array.<function()> | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.

pipelineData object <optional>

Optional pipeline data object that is deep copied into the pipelineData property of this Game Object.

copyData boolean <optional>
true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 171)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setRandomPosition( [x] [, y] [, width] [, height])

Sets the position of this Game Object to be a random position within the confines of the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of the top-left of the random area.

y number <optional>
0

The y position of the top-left of the random area.

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Since: 3.8.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 302)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setRotation( [radians])

Sets the rotation of this Game Object.

Parameters:
Name Type Argument Default Description
radians number <optional>
0

The rotation of this Game Object, in radians.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 334)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setScale(x [, y])

Sets the scale of this Game Object.

Parameters:
Name Type Argument Default Description
x number

The horizontal scale of this Game Object.

y number <optional>
x

The vertical scale of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 372)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setScrollFactor(x [, y] [, updateChildren])

Sets the scroll factor of this Container and optionally all of its children.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Parameters:
Name Type Argument Default Description
x number

The horizontal scroll factor of this Game Object.

y number <optional>
x

The vertical scroll factor of this Game Object. If not set it will use the x value.

updateChildren boolean <optional>
false

Apply this scrollFactor to all Container children as well?

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1177)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setSize(width, height)

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 93)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setState(value)

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:
Name Type Description
value number | string

The state of the Game Object.

Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 251)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

setVisible(value)

Sets the visibility of this Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Parameters:
Name Type Description
value boolean

The visible state of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 63)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setW( [value])

Sets the w position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 454)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setX( [value])

Sets the x position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The x position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 394)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setY( [value])

Sets the y position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The y position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 413)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setZ( [value])

Sets the z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#setDepth instead.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The z position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 432)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

shuffle()

Shuffles the all Game Objects in this Container using the Fisher-Yates implementation.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1007)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)

sort(property [, handler])

Sort the contents of this Container so the items are in order based on the given property. For example: sort('alpha') would sort the elements based on the value of their alpha property.

Parameters:
Name Type Argument Description
property string

The property to lexically sort by.

handler function <optional>

Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 622)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

swap(child1, child2)

Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.

Parameters:
Name Type Description
child1 Phaser.GameObjects.GameObject

The first Game Object to swap.

child2 Phaser.GameObjects.GameObject

The second Game Object to swap.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 764)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

toggleData(key)

Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:
Name Type Description
key string | object

The key to toggle the value for.

Since: 3.23.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 383)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

toJSON()

Returns a JSON representation of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 590)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:
Name Type Argument Description
args * <optional>
<repeatable>

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 578)

willRender(camera)

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 603)
Returns:

True if the Game Object should be rendered, otherwise false.

Type
boolean