Class: Mesh

Phaser.GameObjects. Mesh

A Mesh Game Object.

The Mesh Game Object allows you to render a group of textured vertices and manipulate the view of those vertices, such as rotation, translation or scaling.

Support for generating mesh data from grids, model data or Wavefront OBJ Files is included.

Although you can use this to render 3D objects, its primary use is for displaying more complex Sprites, or Sprites where you need fine-grained control over the vertice positions in order to achieve special effects in your games. Note that rendering still takes place using Phasers orthographic camera. As a result, all depth and face tests are done in orthographic space.

The rendering process will iterate through the faces of this Mesh and render out each face that is considered as being in view of the camera. No depth buffer is used, and because of this, you should be careful not to use model data with too many vertices, or overlapping geometry, or you'll probably encounter z-depth fighting. The Mesh was designed to allow for more advanced 2D layouts, rather than displaying 3D objects, even though it can do this to a degree.

In short, if you want to remake Crysis, use a 3D engine, not a Mesh. However, if you want to easily add some small fun 3D elements into your game, or create some special effects involving vertex warping, this is the right object for you. Mesh data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Mesh just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Mesh too, such as a custom pipeline, mask, blend mode or texture.

Note that the Mesh object is WebGL only and does not have a Canvas counterpart.

The Mesh origin is always 0.5 x 0.5 and cannot be changed.


new Mesh(scene [, x] [, y] [, texture] [, frame] [, vertices] [, uvs] [, indicies] [, containsZ] [, normals] [, colors] [, alphas])

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>

The horizontal position of this Game Object in the world.

y number <optional>

The vertical position of this Game Object in the world.

texture string | Phaser.Textures.Texture <optional>

The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.

frame string | number <optional>

An optional frame from the Texture this Game Object is rendering with.

vertices Array.<number> <optional>

The vertices array. Either xy pairs, or xyz if the containsZ parameter is true.

uvs Array.<number> <optional>

The UVs pairs array.

indicies Array.<number> <optional>

Optional vertex indicies array. If you don't have one, pass null or an empty array.

containsZ boolean <optional>
false

Does the vertices data include a z component?

normals Array.<number> <optional>

Optional vertex normals array. If you don't have one, pass null or an empty array.

colors number | Array.<number> <optional>
0xffffff

An array of colors, one per vertex, or a single color value applied to all vertices.

alphas number | Array.<number> <optional>
1

An array of alpha values, one per vertex, or a single alpha value applied to all vertices.

Since: 3.0.0
Source: src/gameobjects/mesh/Mesh.js (Line 21)

Extends

Members


active :boolean

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

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

alpha :number

The alpha value of the Game Object.

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

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

angle :number

The angle of this Game Object as expressed in degrees.

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

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

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

blendMode :Phaser.BlendModes|string

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

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

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

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

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

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

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

cameraFilter :number

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

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

data :Phaser.Data.DataManager

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

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

debugCallback :function

You can optionally choose to render the vertices of this Mesh to a Graphics instance.

Achieve this by setting the debugCallback and the debugGraphic properties.

You can do this in a single call via the Mesh.setDebug method, which will use the built-in debug function. You can also set it to your own callback. The callback will be invoked once per render and sent the following parameters:

debugCallback(src, meshLength, verts)

src is the Mesh instance being debugged. meshLength is the number of mesh vertices in total. verts is an array of the translated vertex coordinates.

To disable rendering, set this property back to null.

Please note that high vertex count Meshes will struggle to debug properly.

Type:
  • function
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 149)

debugGraphic :Phaser.GameObjects.Graphics

The Graphics instance that the debug vertices will be drawn to, if setDebug has been called.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 174)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

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

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

depth :number

The depth of this Game Object within the Scene.

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

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

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

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

displayHeight :number

The displayed height of this Game Object.

This value takes into account the scale factor.

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

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 78)

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

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

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

You should treat this property as being read-only.

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

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/Size.js (Line 53)

faces :Array.<Phaser.Geom.Mesh.Face>

An array containing the Face instances belonging to this Mesh.

A Face consists of 3 Vertex objects.

This array is populated during calls such as addVertices or addOBJ.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 112)

frame :Phaser.Textures.Frame

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

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

hasPostPipeline :boolean

Does this Game Object have any Post Pipelines set?

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

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/Size.js (Line 40)

hideCCW :boolean

When rendering, skip any Face that isn't counter clockwise?

Enable this to hide backward-facing Faces during rendering.

Disable it to render all Faces.

Type:
  • boolean
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 184)

ignoreDestroy :boolean

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

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

ignoreDirtyCache :boolean

By default, the Mesh will check to see if its model or view transform has changed each frame and only recalculate the vertex positions if they have.

This avoids lots of additional math in the preUpdate step when not required.

However, if you are performing per-Face or per-Vertex manipulation on this Mesh, such as tweening a Face, or moving it without moving the rest of the Mesh, then you may need to disable the dirty cache in order for the Mesh to re-render correctly. You can toggle this property to do that. Please note that leaving this set to true will cause the Mesh to recalculate the position of every single vertex in it, every single frame. So only really do this if you know you need it.

Type:
  • boolean
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 326)

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

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

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

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)

modelPosition :Phaser.Math.Vector3

A Vector3 containing the 3D position of the vertices in this Mesh.

Modifying the components of this property will allow you to reposition where the vertices are rendered within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.

You can also adjust the 'view' by using the pan methods.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 197)

modelRotation :Phaser.Math.Vector3

A Vector3 containing the 3D rotation of the vertices in this Mesh.

The values should be given in radians, i.e. to rotate the vertices by 90 degrees you can use modelRotation.x = Phaser.Math.DegToRad(90).

Modifying the components of this property will allow you to rotate the vertices within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 229)

modelScale :Phaser.Math.Vector3

A Vector3 containing the 3D scale of the vertices in this Mesh.

Modifying the components of this property will allow you to scale the vertices within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 214)

name :string

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

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

parentContainer :Phaser.GameObjects.Container

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

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

pipeline :Phaser.Renderer.WebGL.WebGLPipeline

The current WebGL pipeline of this Game Object.

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

pipelineData :object

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

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

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

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

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

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

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

projectionMatrix :Phaser.Math.Matrix4

The projection matrix for this Mesh.

Update it with the setPerspective or setOrtho methods.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 289)

renderFlags :number

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

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

rotation :number

The angle of this Game Object in radians.

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

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

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

scale :number

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

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

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

scaleX :number

The horizontal scale of this Game Object.

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

scaleY :number

The vertical scale of this Game Object.

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

scene :Phaser.Scene

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

Game Objects can only belong to one Scene.

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

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

scrollFactorX :number

The horizontal scroll factor of this 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 :number|string

The current state of this Game Object.

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

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

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

tabIndex :number

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

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

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

The Texture this Game Object is using to render with.

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

tintFill :boolean

The tint fill mode.

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

Type:
  • boolean
Since: 3.50.0
Default Value:
  • false
Source: src/gameobjects/mesh/Mesh.js (Line 136)

<readonly> totalRendered :number

How many faces were rendered by this Mesh Game Object in the last draw? This is reset in the preUpdate method and then incremented each time a face is drawn. Note that in multi-camera Scenes this value may exceed that found in Mesh.getFaceCount due to cameras drawing the same faces more than once.

Type:
  • number
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 300)

transformMatrix :Phaser.Math.Matrix4

The transformation matrix for this Mesh.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 260)

type :string

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

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

vertices :Array.<Phaser.Geom.Mesh.Vertex>

An array containing Vertex instances. One instance per vertex in this Mesh.

This array is populated during calls such as addVertex or addOBJ.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 125)

viewMatrix :Phaser.Math.Matrix4

The view matrix for this Mesh.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 280)

viewPosition :Phaser.Math.Vector3

The view position for this Mesh.

Use the methodspanX, panY and panZ to adjust the view.

Type:
Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 269)

visible :boolean

The visible state of the Game Object.

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

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

w :number

The w position of this Game Object.

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

width :number

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

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

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 27)

x :number

The x position of this Game Object.

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

y :number

The y position of this Game Object.

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

z :number

The z position of this Game Object.

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

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

Methods


addedToScene()

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

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

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

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

addFace(vertex1, vertex2, vertex3)

Adds a new Face into the faces array of this Mesh.

A Face consists of references to 3 Vertex instances, which must be provided.

Parameters:
Name Type Description
vertex1 Phaser.Geom.Mesh.Vertex

The first vertex of the Face.

vertex2 Phaser.Geom.Mesh.Vertex

The second vertex of the Face.

vertex3 Phaser.Geom.Mesh.Vertex

The third vertex of the Face.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 615)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

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

this.

Type
Phaser.GameObjects.Mesh

addVertex(x, y, z, u, v [, color] [, alpha])

Adds a new Vertex into the vertices array of this Mesh.

Just adding a vertex isn't enough to render it. You need to also make it part of a Face, with 3 Vertex instances per Face.

Parameters:
Name Type Argument Default Description
x number

The x position of the vertex.

y number

The y position of the vertex.

z number

The z position of the vertex.

u number

The UV u coordinate of the vertex.

v number

The UV v coordinate of the vertex.

color number <optional>
0xffffff

The color value of the vertex.

alpha number <optional>
1

The alpha value of the vertex.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 587)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

addVertices(vertices, uvs [, indicies] [, containsZ] [, normals] [, colors] [, alphas])

Adds new vertices to this Mesh by parsing the given data.

This method will take vertex data in one of two formats, based on the containsZ parameter.

If your vertex data are x, y pairs, then containsZ should be false (this is the default)

If your vertex data is groups of x, y and z values, then the containsZ parameter must be true.

The uvs parameter is a numeric array consisting of u and v pairs.

The normals parameter is a numeric array consisting of x, y vertex normal values and, if containsZ is true, z values as well.

The indicies parameter is an optional array that, if given, is an indexed list of vertices to be added.

The colors parameter is an optional array, or single value, that if given sets the color of each vertex created.

The alphas parameter is an optional array, or single value, that if given sets the alpha of each vertex created.

When providing indexed data it is assumed that all of the arrays are indexed, not just the vertices.

The following example will create a 256 x 256 sized quad using an index array:

const vertices = [
  -128, 128,
  128, 128,
  -128, -128,
  128, -128
];

const uvs = [
  0, 1,
  1, 1,
  0, 0,
  1, 0
];

const indices = [ 0, 2, 1, 2, 3, 1 ];

mesh.addVertices(vertices, uvs, indicies);

If the data is not indexed, it's assumed that the arrays all contain sequential data.

Parameters:
Name Type Argument Default Description
vertices Array.<number>

The vertices array. Either xy pairs, or xyz if the containsZ parameter is true.

uvs Array.<number>

The UVs pairs array.

indicies Array.<number> <optional>

Optional vertex indicies array. If you don't have one, pass null or an empty array.

containsZ boolean <optional>
false

Does the vertices data include a z component?

normals Array.<number> <optional>

Optional vertex normals array. If you don't have one, pass null or an empty array.

colors number | Array.<number> <optional>
0xffffff

An array of colors, one per vertex, or a single color value applied to all vertices.

alphas number | Array.<number> <optional>
1

An array of alpha values, one per vertex, or a single alpha value applied to all vertices.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 640)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

addVerticesFromObj(key [, scale] [, x] [, y] [, z] [, rotateX] [, rotateY] [, rotateZ] [, zIsUp])

This method will add the data from a triangulated Wavefront OBJ model file to this Mesh.

The data should have been loaded via the OBJFile:

this.load.obj(key, url);

Then use the same key as the first parameter to this method.

Multiple Mesh Game Objects can use the same model data without impacting on each other.

Make sure your 3D package has triangulated the model data prior to exporting it.

You can add multiple models to a single Mesh, although they will act as one when moved or rotated. You can scale the model data, should it be too small, or too large, to see. You can also offset the vertices of the model via the x, y and z parameters.

Parameters:
Name Type Argument Default Description
key string

The key of the model data in the OBJ Cache to add to this Mesh.

scale number <optional>
1

An amount to scale the model data by. Use this if the model has exported too small, or large, to see.

x number <optional>
0

Translate the model x position by this amount.

y number <optional>
0

Translate the model y position by this amount.

z number <optional>
0

Translate the model z position by this amount.

rotateX number <optional>
0

Rotate the model on the x axis by this amount, in radians.

rotateY number <optional>
0

Rotate the model on the y axis by this amount, in radians.

rotateZ number <optional>
0

Rotate the model on the z axis by this amount, in radians.

zIsUp boolean <optional>
true

Is the z axis up (true), or is y axis up (false)?

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 507)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

clear()

Iterates and destroys all current Faces in this Mesh, then resets the faces and vertices arrays.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 485)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

clearAlpha()

Clears all alpha values associated with this Game Object.

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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.Mesh

copyPosition(source)

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

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

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

createBitmapMask( [renderable])

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

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

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

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

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

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

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

This Bitmap Mask that was created.

Type
Phaser.Display.Masks.BitmapMask

createGeometryMask( [graphics])

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

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

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

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

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

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

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

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

depthSort()

Runs a depth sort across all Faces in this Mesh, comparing their averaged depth.

This is called automatically if you use any of the rotate methods, but you can also invoke it to sort the Faces should you manually position them.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 569)
Returns:

This Mesh Game Object.

Type
Phaser.GameObjects.Mesh

destroy()

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

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

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

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

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

disableInteractive()

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

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

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

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

This GameObject.

Type
Phaser.GameObjects.Mesh

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

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

true if the event had listeners, else false.

Type
boolean

eventNames()

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

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

getData(key)

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

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

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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

This approach is useful for destructuring arrays in ES6.

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

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

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

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

Type
*

getFace(index)

Returns the Face at the given index in this Mesh Game Object.

Parameters:
Name Type Description
index number

The index of the Face to get.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 739)
Returns:

The Face at the given index, or undefined if index out of range.

Type
Phaser.Geom.Mesh.Face

getFaceAt(x, y [, camera])

Return an array of Face objects from this Mesh that intersect with the given coordinates.

The given position is translated through the matrix of this Mesh and the given Camera, before being compared against the vertices.

If more than one Face intersects, they will all be returned in the array, but the array will be depth sorted first, so the first element will always be that closest to the camera.

Parameters:
Name Type Argument Description
x number

The x position to check against.

y number

The y position to check against.

camera Phaser.Cameras.Scene2D.Camera <optional>

The camera to pass the coordinates through. If not give, the default Scene Camera is used.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 754)
Returns:

An array of Face objects that intersect with the given point, ordered by depth.

Type
Array.<Phaser.Geom.Mesh.Face>

getFaceCount()

Returns the total number of Faces in this Mesh Game Object.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 713)
Returns:

The number of Faces in this Mesh Game Object.

Type
number

getIndexList()

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

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

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

An array of display list position indexes.

Type
Array.<number>

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

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

The returned Vector2 contains the translated point in its properties.

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

Parameters:
Name Type Argument Description
x number

The x position to translate.

y number

The y position to translate.

point Phaser.Math.Vector2 <optional>

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

camera Phaser.Cameras.Scene2D.Camera <optional>

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

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

The translated point.

Type
Phaser.Math.Vector2

getLocalTransformMatrix( [tempMatrix])

Gets the local transform matrix for this Game Object.

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

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

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

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getParentRotation()

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

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

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

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

Type
number

getPipelineName()

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

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

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

Type
string

getPostPipeline(pipeline)

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

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

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

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

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

Type
Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

getVertexCount()

Returns the total number of Vertices in this Mesh Game Object.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 726)
Returns:

The number of Vertices in this Mesh Game Object.

Type
number

getWorldTransformMatrix( [tempMatrix] [, parentMatrix])

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

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

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

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

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

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

incData(key [, data])

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

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

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

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

Parameters:
Name Type Argument Description
key string | object

The key to increase the value for.

data * <optional>

The value to increase for the given key.

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

This GameObject.

Type
Phaser.GameObjects.Mesh

initPipeline(pipeline)

Sets the initial WebGL Pipeline of this Game Object.

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

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

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

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

true if the pipeline was set successfully, otherwise false.

Type
boolean

isDirty()

Checks if the transformation data in this mesh is dirty.

This is used internally by the preUpdate step to determine if the vertices should be recalculated or not.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 860)
Returns:

Returns true if the data of this mesh is dirty, otherwise false.

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The registered listeners.

Type
Array.<function()>

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

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

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

this.

Type
Phaser.GameObjects.Mesh

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

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

this.

Type
Phaser.GameObjects.Mesh

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

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

this.

Type
Phaser.GameObjects.Mesh

panX(v)

Translates the view position of this Mesh on the x axis by the given amount.

Parameters:
Name Type Description
v number

The amount to pan by.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 373)

panY(v)

Translates the view position of this Mesh on the y axis by the given amount.

Parameters:
Name Type Description
v number

The amount to pan by.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 390)

panZ(v)

Translates the view position of this Mesh on the z axis by the given amount.

Parameters:
Name Type Description
v number

The amount to pan by.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 407)

<protected> preUpdate(time, delta)

The Mesh update loop. The following takes place in this method:

First, the totalRendered and totalFrame properties are set.

If the view matrix of this Mesh isn't dirty, and the model position, rotate or scale properties are all clean, then the method returns at this point.

Otherwise, if the viewPosition is dirty (i.e. from calling a method like panZ), then it will refresh the viewMatrix.

After this, a new transformMatrix is built and it then iterates through all Faces in this Mesh, calling transformCoordinatesLocal on all of them. Internally, this updates every vertex, calculating its new transformed position, based on the new transform matrix.

Finally, the faces are depth sorted.

Parameters:
Name Type Description
time number

The current timestamp.

delta number

The delta time, in ms, elapsed since the last frame.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 928)

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

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

The event name.

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

this.

Type
Phaser.GameObjects.Mesh

removedFromScene()

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

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

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

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

removeInteractive()

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

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

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

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

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

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

This GameObject.

Type
Phaser.GameObjects.Mesh

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

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

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

this.

Type
Phaser.GameObjects.Mesh

removePostPipeline(pipeline)

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

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

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

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

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

This Game Object.

Type
Phaser.GameObjects.Mesh

renderDebug(src, faces)

The built-in Mesh debug rendering method.

See Mesh.setDebug for more details.

Parameters:
Name Type Description
src Phaser.GameObjects.Mesh

The Mesh object being rendered.

faces Array.<Phaser.Geom.Mesh.Face>

An array of Faces.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 1002)

resetPipeline( [resetPostPipelines] [, resetData])

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

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

Reset all of the post pipelines?

resetData boolean <optional>
false

Reset the pipelineData object to being an empty object?

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

true if the pipeline was reset successfully, otherwise false.

Type
boolean

resetPostPipeline( [resetData])

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

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

Reset the pipelineData object to being an empty object?

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

setActive(value)

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

Parameters:
Name Type Description
value boolean

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

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

This GameObject.

Type
Phaser.GameObjects.Mesh

setAlpha( [value])

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

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

The alpha value applied across the whole Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setAngle( [degrees])

Sets the angle of this Game Object.

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

The rotation of this Game Object, in degrees.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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.Mesh

setData(key [, data])

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

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

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

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

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

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

To get a value back again you can call getData:

sprite.getData('gold');

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

sprite.data.values.gold += 50;

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

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

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

Parameters:
Name Type Argument Description
key string | object

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

data * <optional>

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

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

This GameObject.

Type
Phaser.GameObjects.Mesh

setDataEnabled()

Adds a Data Manager component to this Game Object.

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

This GameObject.

Type
Phaser.GameObjects.Mesh

setDebug( [graphic] [, callback])

This method enables rendering of the Mesh vertices to the given Graphics instance.

If you enable this feature, you must call Graphics.clear() in your Scene update, otherwise the Graphics instance you provide to debug will fill-up with draw calls, eventually crashing the browser. This is not done automatically to allow you to debug draw multiple Mesh objects to a single Graphics instance.

The Mesh class has a built-in debug rendering callback Mesh.renderDebug, however you can also provide your own callback to be used instead. Do this by setting the callback parameter.

The callback is invoked once per render and sent the following parameters:

callback(src, faces)

src is the Mesh instance being debugged. faces is an array of the Faces that were rendered.

You can get the final drawn vertex position from a Face object like this:

let face = faces[i];

let x0 = face.vertex1.tx;
let y0 = face.vertex1.ty;
let x1 = face.vertex2.tx;
let y1 = face.vertex2.ty;
let x2 = face.vertex3.tx;
let y2 = face.vertex3.ty;

graphic.strokeTriangle(x0, y0, x1, y1, x2, y2);

If using your own callback you do not have to provide a Graphics instance to this method.

To disable debug rendering, to either your own callback or the built-in one, call this method with no arguments.

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

The Graphic instance to render to if using the built-in callback.

callback function <optional>

The callback to invoke during debug render. Leave as undefined to use the built-in callback.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 794)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setDepth(value)

The depth of this Game Object within the Scene.

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

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

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

Parameters:
Name Type Description
value number

The depth of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 158)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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

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

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

It can be either a string or an index.

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

Parameters:
Name Type Argument Default Description
frame string | number

The name or index of the frame within the Texture.

updateSize boolean <optional>
true

Should this call adjust the size of the Game Object?

updateOrigin boolean <optional>
true

Should this call adjust the origin of the Game Object?

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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

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

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

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

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

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

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

callback Phaser.Types.Input.HitAreaCallback <optional>

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

dropZone boolean <optional>
false

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

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

This GameObject.

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

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.Mesh

setName(value)

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

Parameters:
Name Type Description
value string

The name to be given to this Game Object.

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

This GameObject.

Type
Phaser.GameObjects.Mesh

setOrtho( [scaleX] [, scaleY] [, near] [, far])

Builds a new orthographic projection matrix from the given values.

If using this mode you will often need to set Mesh.hideCCW to false as well.

By default, calling this method with no parameters will set the scaleX value to match the renderers aspect ratio.

See also setPerspective.

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

The default horizontal scale in relation to the Mesh / Renderer dimensions.

scaleY number <optional>
1

The default vertical scale in relation to the Mesh / Renderer dimensions.

near number <optional>
-1000

The near value of the view.

far number <optional>
1000

The far value of the view.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 452)

setPerspective(width, height [, fov] [, near] [, far])

Builds a new perspective projection matrix from the given values.

See also setOrtho.

Parameters:
Name Type Argument Default Description
width number

The width of the projection matrix. Typically the same as the Mesh and/or Renderer.

height number

The height of the projection matrix. Typically the same as the Mesh and/or Renderer.

fov number <optional>
45

The field of view, in degrees.

near number <optional>
0.01

The near value of the view.

far number <optional>
1000

The far value of the view.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 424)

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

Sets the main WebGL Pipeline of this Game Object.

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

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

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

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

pipelineData object <optional>

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

copyData boolean <optional>
true

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setPipelineData(key [, value])

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

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

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

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

Parameters:
Name Type Argument Description
key string

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

value any <optional>

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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

Sets the position of this Game Object.

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

The x position of this Game Object.

y number <optional>
x

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

z number <optional>
0

The z position of this Game Object.

w number <optional>
0

The w position of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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

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

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

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

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

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

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

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

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

pipelineData object <optional>

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

copyData boolean <optional>
true

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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

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

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

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

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

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

y number <optional>
0

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

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setRotation( [radians])

Sets the rotation of this Game Object.

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

The rotation of this Game Object, in radians.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setScale(x [, y])

Sets the scale of this Game Object.

Parameters:
Name Type Argument Default Description
x number

The horizontal scale of this Game Object.

y number <optional>
x

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

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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.Mesh

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: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 131)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setSizeToFrame(frame)

Sets the size of this Game Object to be that of the given Frame.

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
frame Phaser.Textures.Frame

The frame to base the size of this Game Object on.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 103)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setState(value)

Sets the current state of this Game Object.

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

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

Parameters:
Name Type Description
value number | string

The state of the Game Object.

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

This GameObject.

Type
Phaser.GameObjects.Mesh

setTexture(key [, frame])

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

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

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

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

frame string | number <optional>

The name or index of the frame within the Texture.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

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.Mesh

setW( [value])

Sets the w position of this Game Object.

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

The w position of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setX( [value])

Sets the x position of this Game Object.

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

The x position of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setY( [value])

Sets the y position of this Game Object.

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

The y position of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

setZ( [value])

Sets the z position of this Game Object.

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

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

The z position of this Game Object.

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

This Game Object instance.

Type
Phaser.GameObjects.Mesh

shutdown()

Removes all listeners.

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

sortByDepth(faceA, faceB)

Compare the depth of two Faces.

Parameters:
Name Type Description
faceA Phaser.Geom.Mesh.Face

The first Face.

faceB Phaser.Geom.Mesh.Face

The second Face.

Since: 3.50.0
Source: src/gameobjects/mesh/Mesh.js (Line 553)
Returns:

The difference between the depths of each Face.

Type
number

toggleData(key)

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

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

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

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

Parameters:
Name Type Description
key string | object

The key to toggle the value for.

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

This GameObject.

Type
Phaser.GameObjects.Mesh

toJSON()

Returns a JSON representation of the Game Object.

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

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

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

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

args

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

willRender(camera)

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

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

The Camera to check against this Game Object.

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

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

Type
boolean