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.

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.

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 95)

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/Alpha.js (Line 129)

alphaBottomLeft :number

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 227)

alphaBottomRight :number

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 257)

alphaTopLeft :number

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 167)

alphaTopRight :number

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 197)

angle :integer

The angle of this Game Object as expressed in degrees.

Where 0 is to the right, 90 is down, 180 is left.

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

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 160)

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 :object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body

If this Game Object is enabled for 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 168)

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:
Default Value:
  • 0
Source: src/gameobjects/GameObject.js (Line 142)
Example
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 118)

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 depth starts from zero (the default value) and increases from that point. 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)

<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 296)

<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 314)

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 104)

<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 1187)

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 178)

<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 157)

<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 1215)

<readonly> length :integer

The number of Game Objects inside this Container.

Type:
  • integer
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 1170)

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 95)

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 145)

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 :integer

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:
  • integer
Since: 3.4.0
Default Value:
  • -1
Source: src/gameobjects/container/Container.js (Line 124)

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 84)

<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 1243)

<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 260)

<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 278)

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 75)

position :integer

The cursor position.

Type:
  • integer
Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 136)

<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 1271)

renderFlags :integer

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:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 15
Source: src/gameobjects/GameObject.js (Line 130)

rotation :number

The angle of this Game Object in radians.

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 186)

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 98)

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 129)

<protected> scene :Phaser.Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

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: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/container/Container.js (Line 194)

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: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/container/Container.js (Line 221)

state :integer|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 move 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:
  • integer | string
Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 59)

tabIndex :integer

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

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/GameObject.js (Line 107)

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 49)

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 88)

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 57)

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 67)

z :number

The z position of this Game Object. Note: Do not use this value to set the z-index, instead see the depth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 77)

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 501)
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 integer <optional>
0

The position to insert the Game Object/s at.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 520)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

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.Events.EventEmitter

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 872)
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/Alpha.js (Line 77)
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

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 integer <optional>
0

An optional start index to search from.

endIndex integer <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 691)
Returns:

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

Type
integer

createBitmapMask( [renderable])

Creates and returns a Bitmap 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 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 110)
Returns:

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

destroy( [fromScene])

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.

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

Is this Game Object being destroyed as the result of a Scene shutdown?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 545)
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 402)
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 1052)
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

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 1003)
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 integer <optional>
0

An optional start index to search from.

endIndex integer <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 661)
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 integer

The position to get the Game Object from.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 542)
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 361)
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 486)
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 604)
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:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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 333)
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 integer <optional>
0

An optional start index to search from.

endIndex integer <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 636)
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 557)
Returns:

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

Type
integer

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 501)
Returns:

An array of display list position indexes.

Type
Array.<integer>

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 406)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getRandom( [startIndex] [, length])

Returns a random Game Object from this Container.

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

An optional start index.

length integer <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 620)
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 423)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

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 1092)
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

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 925)
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 integer

The new position of the Game Object in this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 733)
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 908)
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.Events.EventEmitter

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.Events.EventEmitter

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.Events.EventEmitter

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 453)
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 1299)

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 756)
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 845)
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.Events.EventEmitter

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 integer

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 791)
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 integer <optional>
0

An optional start index to search from.

endIndex integer <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 816)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

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 426)
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.Events.EventEmitter

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 972)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

reverse()

Reverses the order of all Game Objects in this Container.

Since: 3.4.0
Source: src/gameobjects/container/Container.js (Line 942)
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 890)
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 195)
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 integer <optional>
0

An optional start index to search from.

endIndex integer <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 1020)
Returns:

This Container instance.

Type
Phaser.GameObjects.Container

setAlpha( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])

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.

If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

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

The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.

topRight number <optional>

The alpha value used for the top-right of the Game Object. WebGL only.

bottomLeft number <optional>

The alpha value used for the bottom-left of the Game Object. WebGL only.

bottomRight number <optional>

The alpha value used for the bottom-right of the Game Object. WebGL only.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 92)
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 289)
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.

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

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

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

To get a value back again you can call getData:

sprite.getData('gold');

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

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 Description
key string | object

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

data *

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 274)
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 255)
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 depth starts from zero (the default value) and increases from that point. 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 integer

The depth of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 58)
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 332)
Returns:

This Container.

Type
Phaser.GameObjects.Container

setInteractive( [shape] [, 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
shape 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 specified a Rectangle will be used.

callback Phaser.Types.Input.HitAreaCallback <optional>

A callback to be invoked when the Game Object is interacted with. 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 373)
Returns:

This GameObject.

Type
Phaser.GameObjects.Container

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 213)
Returns:

This GameObject.

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 210)
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 238)
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 270)
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 308)
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: 3.0.0
Source: src/gameobjects/container/Container.js (Line 1127)
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 integer | string

The state of the Game Object.

Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 231)
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 387)
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 330)
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 349)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Container

setZ( [value])

Sets the z position of this Game Object.

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 368)
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 957)
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 572)
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 714)
Returns:

This Container instance.

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 472)
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 460)

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 485)
Returns:

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

Type
boolean