Class: DynamicBitmapText

Phaser.GameObjects. DynamicBitmapText

BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.

During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to match the font structure.

Dynamic Bitmap Text objects are different from Static Bitmap Text in that they invoke a callback for each letter being rendered during the render pass. This callback allows you to manipulate the properties of each letter being rendered, such as its position, scale or tint, allowing you to create interesting effects like jiggling text, which can't be done with Static text. This means that Dynamic Text takes more processing time, so only use them if you require the callback ability they have.

BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by processing the font texture in an image editor, applying fills and any other effects required.

To create multi-line text insert \r, \n or \r\n escape codes into the text string.

To create a BitmapText data files you need a 3rd party app such as:

BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner Littera (Web-based, free): http://kvazars.com/littera/

For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson


new DynamicBitmapText(scene, x, y, font [, text] [, size] [, align])

Parameters:
Name Type Argument Default Description
scene Phaser.Scene

The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.

x number

The x coordinate of this Game Object in world space.

y number

The y coordinate of this Game Object in world space.

font string

The key of the font to use from the Bitmap Font cache.

text string | Array.<string> <optional>

The string, or array of strings, to be set as the content of this Bitmap Text.

size number <optional>

The font size of this Bitmap Text.

align number <optional>
0

The alignment of the text in a multi-line BitmapText object.

Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 11)

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)

align :number

Controls the alignment of each line of text in this BitmapText object.

Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns. Has no effect with single-lines of text.

See the methods setLeftAlign, setCenterAlign and setRightAlign.

0 = Left aligned (default) 1 = Middle aligned 2 = Right aligned

The alignment position is based on the longest line of text.

Type:
  • number
Since: 3.11.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 805)

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 :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)

callbackData :Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig

The data object that is populated during rendering, then passed to the displayCallback. You should modify this object then return it back from the callback. It's updated values will be used to render the specific glyph.

Please note that if you need a reference to this object locally in your game code then you should shallow copy it, as it's updated and re-used for every glyph in the text.

Type:
Since: 3.11.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 118)

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 159)
Example
this.cameraFilter |= camera.id

cropHeight :number

The crop height of the Bitmap Text.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 99)

cropWidth :number

The crop width of the Bitmap Text.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 89)

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)

displayCallback :Phaser.Types.GameObjects.BitmapText.DisplayCallback

A callback that alters how each character of the Bitmap Text is rendered.

Type:
Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 109)

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)

displayOriginX :number

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 60)

displayOriginY :number

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 84)

dropShadowAlpha :number

The alpha value of the drop shadow.

You can set this directly, or use Phaser.GameObjects.BitmapText#setDropShadow.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 256)

dropShadowColor :number

The color of the drop shadow.

You can set this directly, or use Phaser.GameObjects.BitmapText#setDropShadow.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 245)

dropShadowX :number

The horizontal offset of the drop shadow.

You can set this directly, or use Phaser.GameObjects.BitmapText#setDropShadow.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 223)

dropShadowY :number

The vertical offset of the drop shadow.

You can set this directly, or use Phaser.GameObjects.BitmapText#setDropShadow.

Type:
  • number
Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 234)

<readonly> font :string

The key of the Bitmap Font used by this Bitmap Text. To change the font after creation please use setFont.

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 93)

<readonly> fontData :Phaser.Types.GameObjects.BitmapText.BitmapFontData

The data of the Bitmap Font used by this Bitmap Text.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 111)

fontSize :number

The font size of this Bitmap Text.

You can also use the method setFontSize if you want a chainable way to change the font size.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 861)

frame :Phaser.Textures.Frame

The Texture Frame this Game Object is using to render with.

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

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)

<readonly> height :number

The height of this bitmap text.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 959)

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> isTinted :boolean

Does this Game Object have a tint applied?

It checks to see if the 4 tint properties are set to the value 0xffffff and that the tintFill property is false. This indicates that a Game Object isn't tinted.

Type:
  • boolean
Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 200)

letterSpacing :number

Adds / Removes spacing between characters.

Can be a negative or positive number.

You can also use the method setLetterSpacing if you want a chainable way to change the letter spacing.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 885)

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)

maxWidth :number

The maximum display width of this BitmapText in pixels.

If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped based on the last whitespace character found in the line.

If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.

Disable maxWidth by setting the value to 0.

Type:
  • number
Since: 3.21.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 911)

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)

originX :number

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 30)

originY :number

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 43)

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)

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)

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:
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 Game Object.

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 16)

scrollFactorY :number

The vertical scroll factor of this Game Object.

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 40)

scrollX :number

The horizontal scroll position of the Bitmap Text.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 69)

scrollY :number

The vertical scroll position of the Bitmap Text.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 79)

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)

text :string

The text that this Bitmap Text object displays.

You can also use the method setText if you want a chainable way to change the text content.

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 838)

texture :Phaser.Textures.Texture|Phaser.Textures.CanvasTexture

The Texture this Game Object is using to render with.

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

tint :number

The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties tintTopLeft etc to read the current tint value.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 183)

tintBottomLeft :number

The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0xffffff
Source: src/gameobjects/components/Tint.js (Line 42)

tintBottomRight :number

The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0xffffff
Source: src/gameobjects/components/Tint.js (Line 54)

tintFill :boolean

The tint fill mode.

false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

Type:
  • boolean
Since: 3.11.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/components/Tint.js (Line 66)

tintTopLeft :number

The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0xffffff
Source: src/gameobjects/components/Tint.js (Line 18)

tintTopRight :number

The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0xffffff
Source: src/gameobjects/components/Tint.js (Line 30)

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)

<readonly> width :number

The width of this Bitmap Text.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 940)

wordWrapCharCode :number

The character code used to detect for word wrapping. Defaults to 32 (a space character).

Type:
  • number
Since: 3.21.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 203)

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


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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

clearTint()

Clears all tint values associated with this Game Object.

Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.

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

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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)>

getCharacterAt(x, y [, camera])

Gets the character located at the given x/y coordinate within this Bitmap Text.

The coordinates you pass in are translated into the local space of the Bitmap Text, however, it is up to you to first translate the input coordinates to world space.

If you wish to use this in combination with an input event, be sure to pass in Pointer.worldX and worldY so they are in world space.

In some cases, based on kerning, characters can overlap. When this happens, the first character in the word is returned.

Note that this does not work for DynamicBitmapText if you have changed the character positions during render. It will only scan characters in their un-translated state.

Parameters:
Name Type Argument Description
x number

The x position to check.

y number

The y position to check.

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/bitmaptext/static/BitmapText.js (Line 664)
Returns:

The character object at the given position, or null.

Type
Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter

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 412)
Returns:

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

Type
*

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

getTextBounds( [round])

Calculate the bounds of this Bitmap Text.

An object is returned that contains the position, width and height of the Bitmap Text in local and global contexts.

Local size is based on just the font size and a [0, 0] position.

Global size takes into account the Game Object's scale, world position and display origin.

Also in the object is data regarding the length of each line, should this be a multi-line BitmapText.

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

Whether to round the results up to the nearest integer.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 627)
Returns:

An object that describes the size of this Bitmap Text.

Type
Phaser.Types.GameObjects.BitmapText.BitmapTextSize

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.DynamicBitmapText

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

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()>

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

<protected> preDestroy()

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

Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 1005)

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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)

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

setCenterAlign()

Set the lines of text in this BitmapText to be center-aligned. This only has any effect if this BitmapText contains more than one line of text.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 293)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setCharacterTint( [start] [, length] [, tintFill] [, topLeft] [, topRight] [, bottomLeft] [, bottomRight])

Sets a tint on a range of characters in this Bitmap Text, starting from the start parameter index and running for length quantity of characters.

The start parameter can be negative. In this case, it starts at the end of the text and counts backwards start places.

You can also pass in -1 as the length and it will tint all characters from start up until the end of the string. Remember that spaces and punctuation count as characters.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

The tint works by taking the pixel color values from the Bitmap Text texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole character will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the character range.

To swap this from being an additive tint to a fill based tint, set the tintFill parameter to true.

To modify the tint color once set, call this method again with new color values.

Using setWordTint can override tints set by this function, and vice versa.

To remove a tint call this method with just the start, and optionally, the length parameters defined.

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

The starting character to begin the tint at. If negative, it counts back from the end of the text.

length number <optional>
1

The number of characters to tint. Remember that spaces count as a character too. Pass -1 to tint all characters from start onwards.

tintFill boolean <optional>
false

Use a fill-based tint (true), or an additive tint (false)

topLeft number <optional>
0xffffff

The tint being applied to the top-left of the character. If not other values are given this value is applied evenly, tinting the whole character.

topRight number <optional>

The tint being applied to the top-right of the character.

bottomLeft number <optional>

The tint being applied to the bottom-left of the character.

bottomRight number <optional>

The tint being applied to the bottom-right of the character.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 445)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

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 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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

setDisplayCallback(callback)

Set a callback that alters how each character of the Bitmap Text is rendered.

The callback receives a Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig object that contains information about the character that's about to be rendered.

It should return an object with x, y, scale and rotation properties that will be used instead of the usual values when rendering.

Parameters:
Name Type Description
callback Phaser.Types.GameObjects.BitmapText.DisplayCallback

The display callback to set.

Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 168)
Returns:

This Game Object.

Type
Phaser.GameObjects.DynamicBitmapText

setDisplayOrigin( [x] [, y])

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

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

The horizontal display origin value.

y number <optional>
x

The vertical display origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 155)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

setDropShadow( [x] [, y] [, color] [, alpha])

Sets a drop shadow effect on this Bitmap Text.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

You can set the vertical and horizontal offset of the shadow, as well as the color and alpha.

Once a shadow has been enabled you can modify the dropShadowX and dropShadowY properties of this Bitmap Text directly to adjust the position of the shadow in real-time.

If you wish to clear the shadow, call this method with no parameters specified.

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

The horizontal offset of the drop shadow.

y number <optional>
0

The vertical offset of the drop shadow.

color number <optional>
0x000000

The color of the drop shadow, given as a hex value, i.e. 0x000000 for black.

alpha number <optional>
0.5

The alpha of the drop shadow, given as a float between 0 and 1. This is combined with the Bitmap Text alpha as well.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 407)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setFont(font [, size] [, align])

Changes the font this BitmapText is using to render.

The new texture is loaded and applied to the BitmapText. The existing test, size and alignment are preserved, unless overridden via the arguments.

Parameters:
Name Type Argument Default Description
font string

The key of the font to use from the Bitmap Font cache.

size number <optional>

The font size of this Bitmap Text. If not specified the current size will be used.

align number <optional>
0

The alignment of the text in a multi-line BitmapText object. If not specified the current alignment will be used.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 731)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setFontSize(size)

Set the font size of this Bitmap Text.

Parameters:
Name Type Description
size number

The font size to set.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 329)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setFrame(frame [, updateSize] [, updateOrigin])

Sets the frame this Game Object will use to render with.

The Frame has to belong to the current Texture being used.

It can be either a string or an index.

Calling setFrame will modify the width and height properties of your Game Object. It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:
Name Type Argument Default Description
frame string | number

The name or index of the frame within the Texture.

updateSize boolean <optional>
true

Should this call adjust the size of the Game Object?

updateOrigin boolean <optional>
true

Should this call adjust the origin of the Game Object?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Texture.js (Line 67)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText
Examples
sprite.setInteractive();
sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains);
graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains);

setLeftAlign()

Set the lines of text in this BitmapText to be left-aligned. This only has any effect if this BitmapText contains more than one line of text.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 275)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setLetterSpacing( [spacing])

Sets the letter spacing between each character of this Bitmap Text. Can be a positive value to increase the space, or negative to reduce it. Spacing is applied after the kerning values have been set.

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

The amount of horizontal space to add between each character.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 348)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

setMaxWidth(value [, wordWrapCharCode])

Sets the maximum display width of this BitmapText in pixels.

If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped based on the previous whitespace character found in the line.

If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.

Disable maxWidth by setting the value to 0.

You can set the whitespace character to be searched for by setting the wordWrapCharCode parameter or property.

Parameters:
Name Type Argument Description
value number

The maximum display width of this BitmapText in pixels. Set to zero to disable.

wordWrapCharCode number <optional>

The character code to check for when word wrapping. Defaults to 32 (the space character).

Since: 3.21.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 771)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

setOrigin( [x] [, y])

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:
Name Type Argument Default Description
x number <optional>
0.5

The horizontal origin value.

y number <optional>
x

The vertical origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 108)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

setOriginFromFrame()

Sets the origin of this Game Object based on the Pivot values in its Frame.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 132)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

setRightAlign()

Set the lines of text in this BitmapText to be right-aligned. This only has any effect if this BitmapText contains more than one line of text.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 311)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

setScrollFactor(x [, y])

Sets the scroll factor of this Game Object.

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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

setScrollX(value)

Set the horizontal scroll position of this Bitmap Text.

Parameters:
Name Type Description
value number

The horizontal scroll position to set.

Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 191)
Returns:

This Game Object.

Type
Phaser.GameObjects.DynamicBitmapText

setScrollY(value)

Set the vertical scroll position of this Bitmap Text.

Parameters:
Name Type Description
value number

The vertical scroll position to set.

Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 208)
Returns:

This Game Object.

Type
Phaser.GameObjects.DynamicBitmapText

setSize(width, height)

Set the crop size of this Bitmap Text.

Parameters:
Name Type Description
width number

The width of the crop.

height number

The height of the crop.

Since: 3.0.0
Source: src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js (Line 149)
Returns:

This Game Object.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

setText(value)

Set the textual content of this BitmapText.

An array of strings will be converted into multi-line text. Use the align methods to change multi-line alignment.

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

The string, or array of strings, to be set as the content of this BitmapText.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 371)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

setTexture(key [, frame])

Sets the texture and frame this Game Object will use to render with.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

Parameters:
Name Type Argument Description
key string | Phaser.Textures.Texture

The key of the texture to be used, as stored in the Texture Manager, or a Texture instance.

frame string | number <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Texture.js (Line 47)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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

Sets an additive tint on this Game Object.

The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being an additive tint to a fill based tint set the property tintFill to true.

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

The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.

topRight number <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft number <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight number <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 98)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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

Sets a fill-based tint on this Game Object.

Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being a fill-tint to an additive tint set the property tintFill to false.

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

The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.

topRight number <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft number <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight number <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 146)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

setWordTint(word [, count] [, tintFill] [, topLeft] [, topRight] [, bottomLeft] [, bottomRight])

Sets a tint on a matching word within this Bitmap Text.

The word parameter can be either a string or a number.

If a string, it will run a string comparison against the text contents, and if matching, it will tint the whole word.

If a number, if till that word, based on its offset within the text contents.

The count parameter controls how many words are replaced. Pass in -1 to replace them all.

This parameter is ignored if you pass a number as the word to be searched for.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

The tint works by taking the pixel color values from the Bitmap Text texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole character will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the character range.

To swap this from being an additive tint to a fill based tint, set the tintFill parameter to true.

To modify the tint color once set, call this method again with new color values.

Using setCharacterTint can override tints set by this function, and vice versa.

Parameters:
Name Type Argument Default Description
word string | number

The word to search for. Either a string, or an index of the word in the words array.

count number <optional>
1

The number of matching words to tint. Pass -1 to tint all matching words.

tintFill boolean <optional>
false

Use a fill-based tint (true), or an additive tint (false)

topLeft number <optional>
0xffffff

The tint being applied to the top-left of the word. If not other values are given this value is applied evenly, tinting the whole word.

topRight number <optional>

The tint being applied to the top-right of the word.

bottomLeft number <optional>

The tint being applied to the bottom-left of the word.

bottomRight number <optional>

The tint being applied to the bottom-right of the word.

Since: 3.50.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 554)
Returns:

This BitmapText Object.

Type
Phaser.GameObjects.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

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.DynamicBitmapText

shutdown()

Removes all listeners.

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

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.DynamicBitmapText

toJSON()

Build a JSON representation of this Bitmap Text.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 978)
Returns:

A JSON representation of this Bitmap Text.

Type
Phaser.Types.GameObjects.BitmapText.JSONBitmapText

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)

updateDisplayOrigin()

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/bitmaptext/static/BitmapText.js (Line 713)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.DynamicBitmapText

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