Class: ParticleEmitterManager

Phaser.GameObjects.Particles. ParticleEmitterManager

A Particle Emitter Manager creates and controls Particle Emitters and Gravity Wells.


new ParticleEmitterManager(scene, texture [, frame] [, emitters])

Parameters:
Name Type Argument Description
scene Phaser.Scene

The Scene to which this Emitter Manager belongs.

texture string

The key of the Texture this Emitter Manager will use to render particles, as stored in the Texture Manager.

frame string | integer <optional>

An optional frame from the Texture this Emitter Manager will use to render particles.

emitters ParticleEmitterConfig | Array.<ParticleEmitterConfig> <optional>

Configuration settings for one or more emitters to create.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 15)

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 78)

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)

<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 151)

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 125)
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 101)

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)

emitters :Phaser.Structs.List.<Phaser.GameObjects.Particles.ParticleEmitter>

A list of Emitters being managed by this Emitter Manager.

Type:
Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 117)

frame :Phaser.Textures.Frame

The texture frame used to render this Emitter Manager's particles.

Type:
Since: 3.0.0
Default Value:
  • null
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 87)

frameNames :Array.<string>

Names of this Emitter Manager's texture frames.

Type:
  • Array.<string>
Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 97)

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 161)

<nullable> input :Phaser.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 140)

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 67)

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 58)

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 113)

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 37)

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 90)

texture :Phaser.Textures.Texture

The texture used to render this Emitter Manager's particles.

Type:
Since: 3.0.0
Default Value:
  • null
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 77)

timeScale :number

The time scale applied to all emitters and particles, affecting flow rate, lifespan, and movement.
Values larger than 1 are faster than normal.
This is multiplied with any timeScale set on each individual emitter.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 65)

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 48)

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)

wells :Phaser.Structs.List.<Phaser.GameObjects.Particles.GravityWell>

A list of Gravity Wells being managed by this Emitter Manager.

Type:
Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 126)

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


addEmitter(emitter)

Adds an existing Particle Emitter to this Emitter Manager.

Parameters:
Name Type Description
emitter Phaser.GameObjects.Particles.ParticleEmitter

The Particle Emitter to add to this Emitter Manager.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 248)
Returns:

The Particle Emitter that was added to this Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitter

addGravityWell(well)

Adds an existing Gravity Well object to this Emitter Manager.

Parameters:
Name Type Description
well Phaser.GameObjects.Particles.GravityWell

The Gravity Well to add to this Emitter Manager.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 278)
Returns:

The Gravity Well that was added to this Emitter Manager.

Type
Phaser.GameObjects.Particles.GravityWell

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

createEmitter(config)

Creates a new Particle Emitter object, adds it to this Emitter Manager and returns a reference to it.

Parameters:
Name Type Description
config ParticleEmitterConfig

Configuration settings for the Particle Emitter to create.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 263)
Returns:

The Particle Emitter that was created.

Type
Phaser.GameObjects.Particles.ParticleEmitter

createGravityWell(config)

Creates a new Gravity Well, adds it to this Emitter Manager and returns a reference to it.

Parameters:
Name Type Description
config GravityWellConfig

Configuration settings for the Gravity Well to create.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 293)
Returns:

The Gravity Well that was created.

Type
Phaser.GameObjects.Particles.GravityWell

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 504)

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 361)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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

emitParticle( [count] [, x] [, y])

Emits particles from each active emitter.

Parameters:
Name Type Argument Description
count integer <optional>

The number of particles to release from each emitter. The default is the emitter's own Phaser.GameObjects.Particles.ParticleEmitter#quantity.

x number <optional>

The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.

y number <optional>

The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 308)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

emitParticleAt( [x] [, y] [, count])

Emits particles from each active emitter.

Parameters:
Name Type Argument Description
x number <optional>

The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.

y number <optional>

The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.

count integer <optional>

The number of particles to release from each emitter. The default is the emitter's own Phaser.GameObjects.Particles.ParticleEmitter#quantity.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 337)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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

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 292)
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 460)
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

getProcessors()

Gets all active particle processors (gravity wells).

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 388)
Returns:
  • The active gravity wells.
Type
Array.<Phaser.GameObjects.Particles.GravityWell>

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 Description
event string | symbol

The event name.

fn function

Only remove the listeners that match this function.

context *

Only remove the listeners that have this context.

once boolean

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

pause()

Pauses this Emitter Manager.

This has the effect of pausing all emitters, and all particles of those emitters, currently under its control.

The particles will still render, but they will not have any of their logic updated.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 354)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

preUpdate(time, delta)

Updates all active emitters.

Parameters:
Name Type Description
time integer

The current timestamp as generated by the Request Animation Frame or SetTimeout.

delta number

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

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 401)

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 385)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

removeListener(event, fn, context, once)

Remove the listeners of a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

fn function

Only remove the listeners that match this function.

context *

Only remove the listeners that have this context.

once boolean

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

resume()

Resumes this Emitter Manager, should it have been previously paused.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 373)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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 178)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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 233)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

setDataEnabled()

Adds a Data Manager component to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 214)
See:
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

setEmitterFrames(frames, emitter)

Assigns texture frames to an emitter.

Parameters:
Name Type Description
frames Phaser.Textures.Frame | Array.<Phaser.Textures.Frame>

The texture frames.

emitter Phaser.GameObjects.Particles.ParticleEmitter

The particle emitter to modify.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 204)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

setFrame( [frame])

Sets the frame this Emitter Manager 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.

Parameters:
Name Type Argument Description
frame string | integer <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 170)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.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 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 332)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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 196)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

setTexture(key [, frame])

Sets the texture and frame this Emitter Manager 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

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

frame string | integer <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 150)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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 431)
Returns:

A JSON representation of the Game Object.

Type
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 419)

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 444)
Returns:

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

Type
boolean