Class: Grid

Phaser.GameObjects. Grid

The Grid Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.

This shape supports only fill colors and cannot be stroked.

A Grid Shape allows you to display a grid in your game, where you can control the size of the grid as well as the width and height of the grid cells. You can set a fill color for each grid cell as well as an alternate fill color. When the alternate fill color is set then the grid cells will alternate the fill colors as they render, creating a chess-board effect. You can also optionally have an outline fill color. If set, this draws lines between the grid cells in the given color. If you specify an outline color with an alpha of zero, then it will draw the cells spaced out, but without the lines between them.


new Grid(scene [, x] [, y] [, width] [, height] [, cellWidth] [, cellHeight] [, fillColor] [, fillAlpha] [, outlineFillColor] [, outlineFillAlpha])

Parameters:
Name Type Argument Default Description
scene Phaser.Scene

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

x number <optional>
0

The horizontal position of this Game Object in the world.

y number <optional>
0

The vertical position of this Game Object in the world.

width number <optional>
128

The width of the grid.

height number <optional>
128

The height of the grid.

cellWidth number <optional>
32

The width of one cell in the grid.

cellHeight number <optional>
32

The height of one cell in the grid.

fillColor number <optional>

The color the grid cells will be filled with, i.e. 0xff0000 for red.

fillAlpha number <optional>

The alpha the grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.

outlineFillColor number <optional>

The color of the lines between the grid cells. See the setOutline method.

outlineFillAlpha number <optional>

The alpha of the lines between the grid cells.

Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.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 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)

altFillAlpha :number

The alpha the alternating grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 141)

altFillColor :number

The color the alternating grid cells will be filled with, i.e. 0xff0000 for red.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 132)

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

cellHeight :number

The height of each grid cell. Must be a positive value.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 77)

cellWidth :number

The width of each grid cell. Must be a positive value.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 67)

closePath :boolean

Controls if this Shape path is closed during rendering when stroked. Note that some Shapes are always closed when stroked (such as Ellipse shapes)

Type:
  • boolean
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 161)

<readonly> data :any

The source Shape data. Typically a geometry object. You should not manipulate this directly.

Type:
  • any
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 65)

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)

depth :number

The depth of this Game Object within the Scene.

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

The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth value will always render in front of one with a lower value.

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

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

displayHeight :number

The displayed height of this Game Object.

This value takes into account the scale factor.

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

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

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)

displayWidth :number

The displayed width of this Game Object.

This value takes into account the scale factor.

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

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

fillAlpha :number

The fill alpha value used by this Shape.

Type:
  • number
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 105)

fillColor :number

The fill color used by this Shape.

Type:
  • number
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 96)

height :number

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

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

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

ignoreDestroy :boolean

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

Type:
  • boolean
Since: 3.5.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/GameObject.js (Line 178)

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

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

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 157)

isFilled :boolean

Controls if this Shape is filled or not. Note that some Shapes do not support being filled (such as Line shapes)

Type:
  • boolean
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 141)

isStroked :boolean

Controls if this Shape is stroked or not. Note that some Shapes do not support being stroked (such as Iso Box shapes)

Type:
  • boolean
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 151)

lineWidth :number

The stroke line width used by this Shape.

Type:
  • number
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 132)

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)

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)

outlineFillAlpha :number

The alpha value for the color of the lines between each grid cell.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 105)

outlineFillColor :number

The color of the lines between each grid cell.

Type:
  • number
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 96)

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)

<readonly> pathData :Array.<number>

Holds the polygon path data for filled rendering.

Type:
  • Array.<number>
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 76)

<readonly> pathIndexes :Array.<integer>

Holds the earcut polygon path index data for filled rendering.

Type:
  • Array.<integer>
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 86)

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)

showAltCells :boolean

Will the grid render the alternating cells in the altFillColor?

Type:
  • boolean
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 123)

showCells :boolean

Will the grid render its cells in the fillColor?

Type:
  • boolean
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 87)

showOutline :boolean

Will the grid display the lines between each cell when it renders?

Type:
  • boolean
Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 114)

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)

strokeAlpha :number

The stroke alpha value used by this Shape.

Type:
  • number
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 123)

strokeColor :number

The stroke color used by this Shape.

Type:
  • number
Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 114)

tabIndex :integer

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

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

type :string

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

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 49)

visible :boolean

The visible state of the Game Object.

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

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

w :number

The w position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 88)

width :number

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

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

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

x :number

The x position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 57)

y :number

The y position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 67)

z :number

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

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

Methods


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

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.Grid

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.Grid

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.Grid

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

getBottomLeft( [output] [, includeParent])

Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 118)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomRight( [output] [, includeParent])

Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

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

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBounds( [output])

Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

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

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 192)
Returns:

The values stored in the output object.

Type
Phaser.Geom.Rectangle | object

getCenter( [output])

Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 21)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

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

getTopLeft( [output] [, includeParent])

Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 44)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopRight( [output] [, includeParent])

Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 81)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

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

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

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: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 277)

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.Grid

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

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.Grid

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.Grid

setAltFillStyle( [fillColor] [, fillAlpha])

Sets the fill color and alpha level that the alternating grid cells will use.

If this method is called with no values then alternating grid cells will not be rendered in a different color.

Also see the setOutlineStyle and setFillStyle methods.

This call can be chained.

Parameters:
Name Type Argument Default Description
fillColor number <optional>

The color the alternating grid cells will be filled with, i.e. 0xff0000 for red.

fillAlpha number <optional>
1

The alpha the alternating grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.

Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 203)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

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.Grid

setClosePath(value)

Sets if this Shape path is closed during rendering when stroked. Note that some Shapes are always closed when stroked (such as Ellipse shapes)

This call can be chained.

Parameters:
Name Type Description
value boolean

Set to true if the Shape should be closed when stroked, otherwise false.

Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 257)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

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.Grid

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.Grid

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.Grid

setDisplaySize(width, height)

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Grid

setFillStyle( [fillColor] [, fillAlpha])

Sets the fill color and alpha level the grid cells will use when rendering.

If this method is called with no values then the grid cells will not be rendered, however the grid lines and alternating cells may still be.

Also see the setOutlineStyle and setAltFillStyle methods.

This call can be chained.

Parameters:
Name Type Argument Default Description
fillColor number <optional>

The color the grid cells will be filled with, i.e. 0xff0000 for red.

fillAlpha number <optional>
1

The alpha the grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.

Since: 3.13.0
Overrides:
Source: src/gameobjects/shape/grid/Grid.js (Line 167)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

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.Grid

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.Grid

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.Grid

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.Grid

setOutlineStyle( [fillColor] [, fillAlpha])

Sets the fill color and alpha level that the lines between each grid cell will use.

If this method is called with no values then the grid lines will not be rendered at all, however the cells themselves may still be if they have colors set.

Also see the setFillStyle and setAltFillStyle methods.

This call can be chained.

Parameters:
Name Type Argument Default Description
fillColor number <optional>

The color the lines between the grid cells will be filled with, i.e. 0xff0000 for red.

fillAlpha number <optional>
1

The alpha the lines between the grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.

Since: 3.13.0
Source: src/gameobjects/shape/grid/Grid.js (Line 238)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

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.Grid

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.Grid

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.Grid

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.Grid

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.Grid

setSize(width, height)

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

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

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

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

setStrokeStyle( [lineWidth] [, color] [, alpha])

Sets the stroke color and alpha for this Shape.

If you wish for the Shape to not be stroked then call this method with no arguments, or just set isStroked to false.

Note that some Shapes do not support being stroked, such as the Iso Box shape.

This call can be chained.

Parameters:
Name Type Argument Default Description
lineWidth number <optional>

The width of line to stroke with. If not provided or undefined the Shape will not be stroked.

color number <optional>

The color used to stroke this shape. If not provided the Shape will not be stroked.

alpha number <optional>
1

The alpha value used when stroking this shape, if a stroke color is given.

Since: 3.13.0
Inherited From:
Source: src/gameobjects/shape/Shape.js (Line 220)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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.Grid

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.Grid

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.Grid

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.Grid

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.Grid

shutdown()

Removes all listeners.

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

toJSON()

Returns a JSON representation of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 472)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

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

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

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 460)

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/components/Origin.js (Line 178)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Grid

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