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 | number <optional>

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

emitters Phaser.Types.GameObjects.Particles.ParticleEmitterConfig | Array.<Phaser.Types.GameObjects.Particles.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 112)

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)

<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)

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)

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)

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 119)

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 89)

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 99)

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)

ignoreDestroy :boolean

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

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

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

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

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

mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask

The Mask this Game Object is using during render.

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

name :string

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

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

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)

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

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 79)

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 67)

type :string

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

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

visible :boolean

The visible state of the Game Object.

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

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

w :number

The w position of this Game Object.

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

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 128)

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)

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 262)
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 307)
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.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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

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 Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

Configuration settings for the Particle Emitter to create.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 277)
Returns:

The Particle Emitter that was created.

Type
Phaser.GameObjects.Particles.ParticleEmitter

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

createGravityWell(config)

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

Parameters:
Name Type Description
config Phaser.Types.GameObjects.Particles.GravityWellConfig

Configuration settings for the Gravity Well to create.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 322)
Returns:

The Gravity Well that was created.

Type
Phaser.GameObjects.Particles.GravityWell

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.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 number <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 337)
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 number <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 366)
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.<(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
*

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

getProcessors()

Gets all active particle processors (gravity wells).

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 417)
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 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.Particles.ParticleEmitterManager

initPipeline(pipeline)

Sets the initial WebGL Pipeline of this Game Object.

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

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

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

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

true if the pipeline was set successfully, otherwise false.

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The registered listeners.

Type
Array.<function()>

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

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

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

this.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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 383)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

preUpdate(time, delta)

Updates all active emitters.

Parameters:
Name Type Description
time number

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 430)

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.Particles.ParticleEmitterManager

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)

removeEmitter(emitter)

Removes a Particle Emitter from this Emitter Manager, if the Emitter belongs to this Manager.

Parameters:
Name Type Description
emitter Phaser.GameObjects.Particles.ParticleEmitter
Since: 3.22.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 292)
Returns:

The Particle Emitter if it was removed or null if it was not.

Type
Phaser.GameObjects.Particles.ParticleEmitter

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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)

resume()

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

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 402)
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 215)
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 353)
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 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.Particles.ParticleEmitterManager

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.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 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.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 218)
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 | number <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 184)
Returns:

This Emitter Manager.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager
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.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 233)
Returns:

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

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.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 254)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.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 302)
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 334)
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 372)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.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 | number <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Source: src/gameobjects/particles/ParticleEmitterManager.js (Line 164)
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 454)
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 394)
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 413)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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.Particles.ParticleEmitterManager

shutdown()

Removes all listeners.

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

toggleData(key)

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

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

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

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

Parameters:
Name Type Description
key string | object

The key to toggle the value for.

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

This GameObject.

Type
Phaser.GameObjects.Particles.ParticleEmitterManager

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