Class: Graphics

Phaser.GameObjects. Graphics

A Graphics object is a way to draw primitive shapes to your game. Primitives include forms of geometry, such as Rectangles, Circles, and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will be empty.

To draw to it you must first specify a line style or fill style (or both), draw shapes using paths, and finally fill or stroke them. For example:

graphics.lineStyle(5, 0xFF00FF, 1.0);
graphics.beginPath();
graphics.moveTo(100, 100);
graphics.lineTo(200, 200);
graphics.closePath();
graphics.strokePath();

There are also many helpful methods that draw and fill/stroke common shapes for you.

graphics.lineStyle(5, 0xFF00FF, 1.0);
graphics.fillStyle(0xFFFFFF, 1.0);
graphics.fillRect(50, 50, 400, 200);
graphics.strokeRect(50, 50, 400, 200);

When a Graphics object is rendered it will render differently based on if the game is running under Canvas or WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.

If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help performance by calling Phaser.GameObjects.Graphics#generateTexture. This will 'bake' the Graphics object into a Texture, and return it. You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then you should avoid doing this, as it will constantly generate new textures, which will consume memory.

As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful in their complexity and quantity of them in your game.


new Graphics(scene [, options])

Parameters:
Name Type Argument Description
scene Phaser.Scene

The Scene to which this Graphics object belongs.

options Phaser.Types.GameObjects.Graphics.Options <optional>

Options that set the position and default style of this Graphics object.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 28)

Extends

Members


<static> TargetCamera :Phaser.Cameras.Scene2D.Camera

A Camera used specifically by the Graphics system for rendering to textures.

Type:
Since: 3.1.0
Source: src/gameobjects/graphics/Graphics.js (Line 1517)

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

commandBuffer :array

The array of commands used to render the Graphics.

Type:
  • array
Since: 3.0.0
Default Value:
  • []
Source: src/gameobjects/graphics/Graphics.js (Line 135)

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)

defaultFillAlpha :number

The default fill alpha for shapes rendered by this Graphics object.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/graphics/Graphics.js (Line 155)

defaultFillColor :number

The default fill color for shapes rendered by this Graphics object.

Type:
  • number
Since: 3.0.0
Default Value:
  • -1
Source: src/gameobjects/graphics/Graphics.js (Line 145)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 17)

defaultStrokeAlpha :number

The default stroke alpha for shapes rendered by this Graphics object.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/graphics/Graphics.js (Line 185)

defaultStrokeColor :number

The default stroke color for shapes rendered by this Graphics object.

Type:
  • number
Since: 3.0.0
Default Value:
  • -1
Source: src/gameobjects/graphics/Graphics.js (Line 175)

defaultStrokeWidth :number

The default stroke width for shapes rendered by this Graphics object.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/graphics/Graphics.js (Line 165)

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)

displayOriginX :number

The horizontal display origin of the Graphics.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/graphics/Graphics.js (Line 115)

displayOriginY :number

The vertical display origin of the Graphics.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/gameobjects/graphics/Graphics.js (Line 125)

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)

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)

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)

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)

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 28)

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 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)

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)

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


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

arc(x, y, radius, startAngle, endAngle [, anticlockwise] [, overshoot])

Draw an arc.

This method can be used to create circles, or parts of circles.

Make sure you call beginPath before starting the arc unless you wish for the arc to automatically close when filled or stroked.

Use the optional overshoot argument increase the number of iterations that take place when the arc is rendered in WebGL. This is useful if you're drawing an arc with an especially thick line, as it will allow the arc to fully join-up. Try small values at first, i.e. 0.01.

Call Phaser.GameObjects.Graphics#fillPath or Phaser.GameObjects.Graphics#strokePath after calling this method to draw the arc.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the center of the circle.

y number

The y coordinate of the center of the circle.

radius number

The radius of the circle.

startAngle number

The starting angle, in radians.

endAngle number

The ending angle, in radians.

anticlockwise boolean <optional>
false

Whether the drawing should be anticlockwise or clockwise.

overshoot number <optional>
0

This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1217)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

beginPath()

Start a new shape path.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 452)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

clear()

Clear the command buffer and reset the fill style and line style to their defaults.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1399)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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.Graphics

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.Graphics

closePath()

Close the current path.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 469)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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.Graphics

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

fill()

Fill the current path.

This is an alias for Graphics.fillPath and does the same thing. It was added to match the CanvasRenderingContext 2D API.

Since: 3.16.0
Source: src/gameobjects/graphics/Graphics.js (Line 503)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillCircle(x, y, radius)

Fill a circle with the given position and radius.

Parameters:
Name Type Description
x number

The x coordinate of the center of the circle.

y number

The y coordinate of the center of the circle.

radius number

The radius of the circle.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 590)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillCircleShape(circle)

Fill the given circle.

Parameters:
Name Type Description
circle Phaser.Geom.Circle

The circle to fill.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 560)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillEllipse(x, y, width, height [, smoothness])

Fill an ellipse with the given position and size.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the center of the ellipse.

y number

The y coordinate of the center of the ellipse.

width number

The width of the ellipse.

height number

The height of the ellipse.

smoothness integer <optional>
32

The number of points to draw the ellipse with.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1192)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillEllipseShape(ellipse [, smoothness])

Fill the given ellipse.

Parameters:
Name Type Argument Default Description
ellipse Phaser.Geom.Ellipse

The ellipse to fill.

smoothness integer <optional>
32

The number of points to draw the ellipse with.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1172)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight [, alpha])

Sets a gradient fill style. This is a WebGL only feature.

The gradient color values represent the 4 corners of an untransformed rectangle. The gradient is used to color all filled shapes and paths drawn after calling this method. If you wish to turn a gradient off, call fillStyle and provide a new single fill color.

When filling a triangle only the first 3 color values provided are used for the 3 points of a triangle.

This feature is best used only on rectangles and triangles. All other shapes will give strange results.

Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient fill a shape or path as a single entity at this time.

Parameters:
Name Type Argument Default Description
topLeft integer

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

topRight integer

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

bottomLeft integer

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

bottomRight integer

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

alpha number <optional>
1

The fill alpha.

Since: 3.12.0
Source: src/gameobjects/graphics/Graphics.js (Line 319)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillPath()

Fill the current path.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 486)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillPoint(x, y [, size])

Fill a point at the given position.

Draws a square at the given position, 1 pixel in size by default.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the point.

y number

The y coordinate of the point.

size number <optional>
1

The size of the square to draw.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 837)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillPoints(points [, closeShape] [, closePath] [, endIndex])

Fill the shape represented by the given array of points.

Pass closeShape to automatically close the shape by joining the last to the first point.

Pass closePath to automatically close the path before it is filled.

Parameters:
Name Type Argument Default Description
points array | Array.<Phaser.Geom.Point>

The points to fill.

closeShape boolean <optional>
false

When true, the shape is closed by joining the last point to the first point.

closePath boolean <optional>
false

When true, the path is closed before being stroked.

endIndex integer <optional>

The index of points to stop at. Defaults to points.length.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1080)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillPointShape(point [, size])

Fill the given point.

Draws a square at the given position, 1 pixel in size by default.

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

The point to fill.

size number <optional>
1

The size of the square to draw.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 819)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillRect(x, y, width, height)

Fill a rectangle with the given position and size.

Parameters:
Name Type Description
x number

The x coordinate of the top-left of the rectangle.

y number

The y coordinate of the top-left of the rectangle.

width number

The width of the rectangle.

height number

The height of the rectangle.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 662)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillRectShape(rect)

Fill the given rectangle.

Parameters:
Name Type Description
rect Phaser.Geom.Rectangle

The rectangle to fill.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 632)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillRoundedRect(x, y, width, height [, radius])

Fill a rounded rectangle with the given position, size and radius.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the top-left of the rectangle.

y number

The y coordinate of the top-left of the rectangle.

width number

The width of the rectangle.

height number

The height of the rectangle.

radius Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number <optional>
20

The corner radius; It can also be an object to specify different radii for corners.

Since: 3.11.0
Source: src/gameobjects/graphics/Graphics.js (Line 727)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillStyle(color [, alpha])

Set the current fill style.

Parameters:
Name Type Argument Default Description
color number

The fill color.

alpha number <optional>
1

The fill alpha.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 296)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillTriangle(x0, y0, x1, y1, x2, y2)

Fill a triangle with the given points.

Parameters:
Name Type Description
x0 number

The x coordinate of the first point.

y0 number

The y coordinate of the first point.

x1 number

The x coordinate of the second point.

y1 number

The y coordinate of the second point.

x2 number

The x coordinate of the third point.

y2 number

The y coordinate of the third point.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 901)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

fillTriangleShape(triangle)

Fill the given triangle.

Parameters:
Name Type Description
triangle Phaser.Geom.Triangle

The triangle to fill.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 871)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

generateTexture(key [, width] [, height])

Generate a texture from this Graphics object.

If key is a string it'll generate a new texture using it and add it into the Texture Manager (assuming no key conflict happens).

If key is a Canvas it will draw the texture to that canvas context. Note that it will NOT automatically upload it to the GPU in WebGL mode.

Parameters:
Name Type Argument Description
key string | HTMLCanvasElement

The key to store the texture with in the Texture Manager, or a Canvas to draw to.

width integer <optional>

The width of the graphics to generate.

height integer <optional>

The height of the graphics to generate.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1424)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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
*

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

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 107)
Returns:

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

Type
string

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

initPipeline( [pipelineName])

Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

Parameters:
Name Type Argument Default Description
pipelineName string <optional>
TextureTintPipeline

The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 39)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

lineBetween(x1, y1, x2, y2)

Draw a line between the given points.

Parameters:
Name Type Description
x1 number

The x coordinate of the start point of the line.

y1 number

The y coordinate of the start point of the line.

x2 number

The x coordinate of the end point of the line.

y2 number

The y coordinate of the end point of the line.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 966)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

lineGradientStyle(lineWidth, topLeft, topRight, bottomLeft, bottomRight [, alpha])

Sets a gradient line style. This is a WebGL only feature.

The gradient color values represent the 4 corners of an untransformed rectangle. The gradient is used to color all stroked shapes and paths drawn after calling this method. If you wish to turn a gradient off, call lineStyle and provide a new single line color.

This feature is best used only on single lines. All other shapes will give strange results.

Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient stroke a shape or path as a single entity at this time.

Parameters:
Name Type Argument Default Description
lineWidth number

The stroke width.

topLeft integer

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

topRight integer

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

bottomLeft integer

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

bottomRight integer

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

alpha number <optional>
1

The fill alpha.

Since: 3.12.0
Source: src/gameobjects/graphics/Graphics.js (Line 358)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

lineStyle(lineWidth, color [, alpha])

Set the current line style.

Parameters:
Name Type Argument Default Description
lineWidth number

The stroke width.

color number

The stroke color.

alpha number <optional>
1

The stroke alpha.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 270)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

lineTo(x, y)

Draw a line from the current drawing position to the given position.

Moves the current drawing position to the given position.

Parameters:
Name Type Description
x number

The x coordinate to draw the line to.

y number

The y coordinate to draw the line to.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 989)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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

moveTo(x, y)

Move the current drawing position to the given position.

Parameters:
Name Type Description
x number

The x coordinate to move to.

y number

The y coordinate to move to.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1012)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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

<protected> preDestroy()

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

Since: 3.9.0
Source: src/gameobjects/graphics/Graphics.js (Line 1503)

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

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.Graphics

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

resetPipeline()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 91)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

restore()

Restores the most recently saved state of the Graphics by popping from the state stack.

Use Phaser.GameObjects.Graphics#save to save the current state, and call this afterwards to restore that state.

If there is no saved state, this command does nothing.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1316)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

rotate(radians)

Rotate the graphics.

Parameters:
Name Type Description
radians number

The rotation angle, in radians.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1379)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

save()

Saves the state of the Graphics by pushing the current state onto a stack.

The most recently saved state can then be restored with Phaser.GameObjects.Graphics#restore.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1297)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

scale(x, y)

Scale the graphics.

Parameters:
Name Type Description
x number

The horizontal scale to apply.

y number

The vertical scale to apply.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1358)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

setDefaultStyles(options)

Set the default style settings for this Graphics object.

Parameters:
Name Type Description
options Phaser.Types.GameObjects.Graphics.Styles

The styles to set as defaults.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 238)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

setPipeline(pipelineName)

Sets the active WebGL Pipeline of this Game Object.

Parameters:
Name Type Description
pipelineName string

The name of the pipeline to set on this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 68)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

setTexture( [key] [, frame] [, mode])

Sets the texture frame this Graphics Object will use when drawing all shapes defined after calling this.

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

Once set, all shapes will use this texture. Call this method with no arguments to clear it.

The textures are not tiled. They are stretched to the dimensions of the shapes being rendered. For this reason, it works best with seamless / tileable textures.

The mode argument controls how the textures are combined with the fill colors. The default value (0) will multiply the texture by the fill color. A value of 1 will use just the fill color, but the alpha data from the texture, and a value of 2 will use just the texture and no fill color at all.

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

The key of the texture to be used, as stored in the Texture Manager. Leave blank to clear a previously set texture.

frame string | integer <optional>

The name or index of the frame within the Texture.

mode number <optional>
0

The texture tint mode. 0 is multiply, 1 is alpha only and 2 is texture only.

Since: 3.12.0
Source: src/gameobjects/graphics/Graphics.js (Line 396)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

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.Graphics

shutdown()

Removes all listeners.

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

slice(x, y, radius, startAngle, endAngle [, anticlockwise] [, overshoot])

Creates a pie-chart slice shape centered at x, y with the given radius. You must define the start and end angle of the slice.

Setting the anticlockwise argument to true creates a shape similar to Pacman. Setting it to false creates a shape like a slice of pie.

This method will begin a new path and close the path at the end of it. To display the actual slice you need to call either strokePath or fillPath after it.

Parameters:
Name Type Argument Default Description
x number

The horizontal center of the slice.

y number

The vertical center of the slice.

radius number

The radius of the slice.

startAngle number

The start angle of the slice, given in radians.

endAngle number

The end angle of the slice, given in radians.

anticlockwise boolean <optional>
false

Whether the drawing should be anticlockwise or clockwise.

overshoot number <optional>
0

This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly.

Since: 3.4.0
Source: src/gameobjects/graphics/Graphics.js (Line 1258)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

stroke()

Stroke the current path.

This is an alias for Graphics.strokePath and does the same thing. It was added to match the CanvasRenderingContext 2D API.

Since: 3.16.0
Source: src/gameobjects/graphics/Graphics.js (Line 540)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeCircle(x, y, radius)

Stroke a circle with the given position and radius.

Parameters:
Name Type Description
x number

The x coordinate of the center of the circle.

y number

The y coordinate of the center of the circle.

radius number

The radius of the circle.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 611)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeCircleShape(circle)

Stroke the given circle.

Parameters:
Name Type Description
circle Phaser.Geom.Circle

The circle to stroke.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 575)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeEllipse(x, y, width, height [, smoothness])

Stroke an ellipse with the given position and size.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the center of the ellipse.

y number

The y coordinate of the center of the ellipse.

width number

The width of the ellipse.

height number

The height of the ellipse.

smoothness integer <optional>
32

The number of points to draw the ellipse with.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1147)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeEllipseShape(ellipse [, smoothness])

Stroke the given ellipse.

Parameters:
Name Type Argument Default Description
ellipse Phaser.Geom.Ellipse

The ellipse to stroke.

smoothness integer <optional>
32

The number of points to draw the ellipse with.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1127)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeLineShape(line)

Draw the given line.

Parameters:
Name Type Description
line Phaser.Geom.Line

The line to stroke.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 951)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokePath()

Stroke the current path.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 523)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokePoints(points [, closeShape] [, closePath] [, endIndex])

Stroke the shape represented by the given array of points.

Pass closeShape to automatically close the shape by joining the last to the first point.

Pass closePath to automatically close the path before it is stroked.

Parameters:
Name Type Argument Default Description
points array | Array.<Phaser.Geom.Point>

The points to stroke.

closeShape boolean <optional>
false

When true, the shape is closed by joining the last point to the first point.

closePath boolean <optional>
false

When true, the path is closed before being stroked.

endIndex integer <optional>

The index of points to stop drawing at. Defaults to points.length.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1033)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeRect(x, y, width, height)

Stroke a rectangle with the given position and size.

Parameters:
Name Type Description
x number

The x coordinate of the top-left of the rectangle.

y number

The y coordinate of the top-left of the rectangle.

width number

The width of the rectangle.

height number

The height of the rectangle.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 685)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeRectShape(rect)

Stroke the given rectangle.

Parameters:
Name Type Description
rect Phaser.Geom.Rectangle

The rectangle to stroke.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 647)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeRoundedRect(x, y, width, height [, radius])

Stroke a rounded rectangle with the given position, size and radius.

Parameters:
Name Type Argument Default Description
x number

The x coordinate of the top-left of the rectangle.

y number

The y coordinate of the top-left of the rectangle.

width number

The width of the rectangle.

height number

The height of the rectangle.

radius Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number <optional>
20

The corner radius; It can also be an object to specify different radii for corners.

Since: 3.11.0
Source: src/gameobjects/graphics/Graphics.js (Line 773)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeTriangle(x0, y0, x1, y1, x2, y2)

Stroke a triangle with the given points.

Parameters:
Name Type Description
x0 number

The x coordinate of the first point.

y0 number

The y coordinate of the first point.

x1 number

The x coordinate of the second point.

y1 number

The y coordinate of the second point.

x2 number

The x coordinate of the third point.

y2 number

The y coordinate of the third point.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 926)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

strokeTriangleShape(triangle)

Stroke the given triangle.

Parameters:
Name Type Description
triangle Phaser.Geom.Triangle

The triangle to stroke.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 886)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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

translate(x, y)

Translate the graphics.

Parameters:
Name Type Description
x number

The horizontal translation to apply.

y number

The vertical translation to apply.

Since: 3.0.0
Source: src/gameobjects/graphics/Graphics.js (Line 1337)
Returns:

This Game Object.

Type
Phaser.GameObjects.Graphics

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