new Quad(scene, x, y, texture [, frame])
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
scene |
Phaser.Scene | The Scene to which this Quad belongs. |
|
x |
number | The horizontal position of this Game Object in the world. |
|
y |
number | The vertical position of this Game Object in the world. |
|
texture |
string | The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. |
|
frame |
string | integer |
<optional> |
An optional frame from the Texture this Game Object is rendering with. |
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 10)
Extends
Members
-
active :boolean
-
The active state of this Game Object. A Game Object with an active state of
true
is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- true
- Source: src/gameobjects/GameObject.js (Line 95)
-
alphas :Float32Array
-
An array containing the alpha data for this Mesh.
Type:
- Float32Array
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/mesh/Mesh.js (Line 131)
-
angle :integer
-
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:
- integer
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 196)
-
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:
- Phaser.BlendModes | string
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/BlendMode.js (Line 30)
-
<nullable> body :object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body
-
If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 168)
-
bottomLeftAlpha :number
-
The bottom-left alpha value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 364)
-
bottomLeftColor :number
-
The bottom-left color value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 450)
-
bottomLeftX :number
-
The bottom-left x vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 235)
-
bottomLeftY :number
-
The bottom-left y vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 256)
-
bottomRightAlpha :number
-
The bottom-right alpha value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 385)
-
bottomRightColor :number
-
The bottom-right color value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 471)
-
bottomRightX :number
-
The bottom-right x vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 277)
-
bottomRightY :number
-
The bottom-right y vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 299)
-
cameraFilter :number
-
A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call
Camera.ignore
, however you can set this property directly using the Camera.id property:Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/GameObject.js (Line 142)
Example
this.cameraFilter |= camera.id
-
colors :Uint32Array
-
An array containing the color data for this Mesh.
Type:
- Uint32Array
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/mesh/Mesh.js (Line 122)
-
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 usegetData
orsetData
orsetDataEnabled
.Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 118)
-
defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline
-
The initial WebGL pipeline of this Game Object.
Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/components/Pipeline.js (Line 17)
-
depth :number
-
The depth of this Game Object within the Scene.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Depth.js (Line 28)
-
displayHeight :number
-
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Size.js (Line 78)
-
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)
-
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)
-
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 thedisplayHeight
property.Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Size.js (Line 40)
-
ignoreDestroy :boolean
-
This Game Object will ignore all calls made to its destroy method if this flag is set to
true
. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.Type:
- boolean
- Since: 3.5.0
- Inherited From:
- Default Value:
-
- false
- Source: src/gameobjects/GameObject.js (Line 178)
-
<nullable> input :Phaser.Types.Input.InteractiveObject
-
If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call
GameObject.setInteractive()
.Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 157)
-
mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask
-
The Mask this Game Object is using during render.
Type:
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 19)
-
name :string
-
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Type:
- string
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- ''
- Source: src/gameobjects/GameObject.js (Line 84)
-
parentContainer :Phaser.GameObjects.Container
-
The parent Container of this Game Object, if it has one.
Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 75)
-
pipeline :Phaser.Renderer.WebGL.WebGLPipeline
-
The current WebGL pipeline of this Game Object.
Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/components/Pipeline.js (Line 28)
-
renderFlags :integer
-
The flags that are compared against
RENDER_MASK
to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.Type:
- integer
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 15
- Source: src/gameobjects/GameObject.js (Line 130)
-
rotation :number
-
The angle of this Game Object in radians.
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 degrees, see the
angle
property instead.Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 223)
-
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
orscaleY
properties instead.Type:
- number
- Since: 3.18.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 98)
-
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 134)
-
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 165)
-
<protected> scene :Phaser.Scene
-
The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.
Type:
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 38)
-
scrollFactorX :number
-
The horizontal scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 16)
-
scrollFactorY :number
-
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 40)
-
state :integer|string
-
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could move from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
Type:
- integer | string
- Since: 3.16.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 59)
-
tabIndex :integer
-
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Type:
- integer
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- -1
- Source: src/gameobjects/GameObject.js (Line 107)
-
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
-
Fill or additive mode used when blending the color values?
Type:
- boolean
- Since: 3.11.0
- Inherited From:
- Default Value:
-
- false
- Source: src/gameobjects/mesh/Mesh.js (Line 140)
-
topLeftAlpha :number
-
The top-left alpha value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 321)
-
topLeftColor :number
-
The top-left color value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 407)
-
topLeftX :number
-
The top-left x vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 149)
-
topLeftY :number
-
The top-left y vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 171)
-
topRightAlpha :number
-
The top-right alpha value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 343)
-
topRightColor :number
-
The top-right color value of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 429)
-
topRightX :number
-
The top-right x vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 193)
-
topRightY :number
-
The top-right y vertex of this Quad.
Type:
- number
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 214)
-
type :string
-
A textual representation of this Game Object, i.e.
sprite
. Used internally by Phaser but is available for your own custom classes to populate.Type:
- string
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 49)
-
uv :Float32Array
-
An array containing the uv data for this Mesh.
Type:
- Float32Array
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/mesh/Mesh.js (Line 113)
-
vertices :Float32Array
-
An array containing the vertices data for this Mesh.
Type:
- Float32Array
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/mesh/Mesh.js (Line 104)
-
visible :boolean
-
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Visible.js (Line 31)
-
w :number
-
The w position of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 88)
-
width :number
-
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (
setScale
) or use thedisplayWidth
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 57)
-
y :number
-
The y position of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 67)
-
z :number
-
The z position of this Game Object. Note: Do not use this value to set the z-index, instead see the
depth
property.Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 77)
Methods
-
addListener(event, fn [, context])
-
Add a listener for a given event.
Parameters:
Name Type Argument Default Description event
string | symbol The event name.
fn
function The listener function.
context
* <optional>
this The context to invoke the listener with.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 111)
Returns:
this
. -
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.
-
createBitmapMask( [renderable])
-
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.
Parameters:
Name Type Argument Description renderable
Phaser.GameObjects.GameObject <optional>
A renderable Game Object that uses a texture, such as a Sprite.
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 80)
Returns:
This Bitmap Mask that was created.
-
createGeometryMask( [graphics])
-
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
Parameters:
Name Type Argument Description graphics
Phaser.GameObjects.Graphics <optional>
A Graphics Game Object. The geometry within it will be used as the mask.
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 110)
Returns:
This Geometry Mask that was created.
-
destroy( [fromScene])
-
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
Parameters:
Name Type Argument Default Description fromScene
boolean <optional>
false Is this Game Object being destroyed as the result of a Scene shutdown?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 545)
Fires:
-
disableInteractive()
-
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling
setInteractive()
with no arguments provided.If want to completely remove interaction from this Game Object then use
removeInteractive
instead.- Since: 3.7.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 402)
Returns:
This GameObject.
-
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, elsefalse
.- 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
-
getBottomCenter( [output] [, includeParent])
-
Gets the bottom-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.18.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 221)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getBottomLeft( [output] [, includeParent])
-
Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 197)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getBottomRight( [output] [, includeParent])
-
Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 245)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getBounds( [output])
-
Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.
Parameters:
Name Type Argument Description output
Phaser.Geom.Rectangle | object <optional>
An object to store the values in. If not provided a new Rectangle will be created.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 269)
Returns:
The values stored in the output object.
- Type
- Phaser.Geom.Rectangle | object
-
getCenter( [output])
-
Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 54)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getData(key)
-
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the
values
object. For example, if you had a key calledgold
you can do either:sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
Parameters:
Name Type Description key
string | Array.<string> The key of the value to retrieve, or an array of keys.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 333)
Returns:
The value belonging to the given key, or an array of values, the order of which will match the input array.
- Type
- *
-
getIndexList()
-
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 501)
Returns:
An array of display list position indexes.
- Type
- Array.<integer>
-
getLeftCenter( [output] [, includeParent])
-
Gets the left-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.18.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 149)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
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 446)
Returns:
The populated Transform Matrix.
-
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 500)
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 107)
Returns:
The string-based name of the pipeline being used by this Game Object.
- Type
- string
-
getRightCenter( [output] [, includeParent])
-
Gets the right-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.18.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 173)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getTopCenter( [output] [, includeParent])
-
Gets the top-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.18.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 101)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getTopLeft( [output] [, includeParent])
-
Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 77)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getTopRight( [output] [, includeParent])
-
Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers
Parameters:
Name Type Argument Default Description output
Phaser.Math.Vector2 | object <optional>
An object to store the values in. If not provided a new Vector2 will be created.
includeParent
boolean <optional>
false If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/GetBounds.js (Line 125)
Returns:
The values stored in the output object.
- Type
- Phaser.Math.Vector2 | object
-
getWorldTransformMatrix( [tempMatrix] [, parentMatrix])
-
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
Parameters:
Name Type Argument Description tempMatrix
Phaser.GameObjects.Components.TransformMatrix <optional>
The matrix to populate with the values from this Game Object.
parentMatrix
Phaser.GameObjects.Components.TransformMatrix <optional>
A temporary matrix to hold parent values during the calculations.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 463)
Returns:
The populated Transform Matrix.
-
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, otherwisefalse
.- Type
- boolean
-
listenerCount(event)
-
Return the number of listeners listening to a given event.
Parameters:
Name Type Description event
string | symbol The event name.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 75)
Returns:
The number of listeners.
- Type
- number
-
listeners(event)
-
Return the listeners registered for a given event.
Parameters:
Name Type Description event
string | symbol The event name.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 64)
Returns:
The registered listeners.
- Type
- array
-
off(event [, fn] [, context] [, once])
-
Remove the listeners of a given event.
Parameters:
Name Type Argument Description event
string | symbol The event name.
fn
function <optional>
Only remove the listeners that match this function.
context
* <optional>
Only remove the listeners that have this context.
once
boolean <optional>
Only remove one-time listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 151)
Returns:
this
. -
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
. -
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
. -
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
. -
removeInteractive()
-
If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.
The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.
If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling
setInteractive
again.If you wish to only temporarily stop an object from receiving input then use
disableInteractive
instead, as that toggles the interactive state, where-as this erases it completely.If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.:
sprite.input.hitArea.setSize(width, height)
(assuming the shape is a Rectangle, which it is by default.)- Since: 3.7.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 426)
Returns:
This GameObject.
-
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
. -
reset()
-
Resets the position, alpha and color values used by this Quad.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 636)
Returns:
This Game Object.
-
resetAlpha()
-
Resets the alpha values used by this Quad back to 1.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 592)
Returns:
This Game Object.
-
resetColors()
-
Resets the color values used by this Quad back to 0xffffff.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 614)
Returns:
This Game Object.
-
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, otherwisefalse
.- Type
- boolean
-
resetPosition()
-
Resets the positions of the four corner vertices of this Quad.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 569)
Returns:
This Game Object.
-
setActive(value)
-
Sets the
active
property of this Game Object and returns this Game Object for further chaining. A Game Object with itsactive
property set totrue
will be updated by the Scenes UpdateList.Parameters:
Name Type Description value
boolean True if this Game Object should be set as active, false if not.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 195)
Returns:
This GameObject.
-
setAlpha()
-
This method is left intentionally empty and does not do anything. It is retained to allow a Mesh or Quad to be added to a Container.
- Since: 3.17.0
- Inherited From:
- Source: src/gameobjects/mesh/Mesh.js (Line 156)
-
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 329)
Returns:
This Game Object instance.
-
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.
-
setBottomLeft(x, y)
-
Sets the bottom-left vertex position of this Quad.
Parameters:
Name Type Description x
number The horizontal coordinate of the vertex.
y
number The vertical coordinate of the vertex.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 531)
Returns:
This Game Object.
-
setBottomRight(x, y)
-
Sets the bottom-right vertex position of this Quad.
Parameters:
Name Type Description x
number The horizontal coordinate of the vertex.
y
number The vertical coordinate of the vertex.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 550)
Returns:
This Game Object.
-
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 calledPlayerLives
then it would emit the eventchangedata-PlayerLives
. These events will be emitted regardless if you use this method to set the value, or the directvalues
setter.Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys
gold
andGold
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 274)
Returns:
This GameObject.
-
setDataEnabled()
-
Adds a Data Manager component to this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 255)
- See:
Returns:
This GameObject.
-
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.
-
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.
-
setFrame(frame)
-
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 thewidth
andheight
properties of your Game Object. It will also change theorigin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.Parameters:
Name Type Description frame
string | integer The name or index of the frame within the Texture.
- Since: 3.11.0
- Overrides:
- Source: src/gameobjects/quad/Quad.js (Line 90)
Returns:
This Game Object instance.
-
setInteractive( [shape] [, callback] [, dropZone])
-
Pass this Game Object to the Input Manager to enable it for Input.
Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.
If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.
You can also provide an Input Configuration Object as the only argument to this method.
Parameters:
Name Type Argument Default Description shape
Phaser.Types.Input.InputConfiguration | any <optional>
Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
callback
Phaser.Types.Input.HitAreaCallback <optional>
A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
dropZone
boolean <optional>
false Should this Game Object be treated as a drop zone target?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 373)
Returns:
This GameObject.
-
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.
-
setName(value)
-
Sets the
name
property of this Game Object and returns this Game Object for further chaining. Thename
property is not populated by Phaser and is presented for your own use.Parameters:
Name Type Description value
string The name to be given to this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 213)
Returns:
This GameObject.
-
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.
-
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 250)
Returns:
This Game Object instance.
-
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 278)
Returns:
This Game Object instance.
-
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 310)
Returns:
This Game Object instance.
-
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 348)
Returns:
This Game Object instance.
-
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.
-
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 thesetDisplaySize
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.
-
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 thesetDisplaySize
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.
-
setState(value)
-
Sets the current state of this Game Object.
Phaser itself will never modify the State of a Game Object, although plugins may do so.
For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.
Parameters:
Name Type Description value
integer | string The state of the Game Object.
- Since: 3.16.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 231)
Returns:
This GameObject.
-
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 | integer <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.
-
setTopLeft(x, y)
-
Sets the top-left vertex position of this Quad.
Parameters:
Name Type Description x
number The horizontal coordinate of the vertex.
y
number The vertical coordinate of the vertex.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 493)
Returns:
This Game Object.
-
setTopRight(x, y)
-
Sets the top-right vertex position of this Quad.
Parameters:
Name Type Description x
number The horizontal coordinate of the vertex.
y
number The vertical coordinate of the vertex.
- Since: 3.0.0
- Source: src/gameobjects/quad/Quad.js (Line 512)
Returns:
This Game Object.
-
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.
-
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 427)
Returns:
This Game Object instance.
-
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 370)
Returns:
This Game Object instance.
-
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 389)
Returns:
This Game Object instance.
-
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 408)
Returns:
This Game Object instance.
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
toJSON()
-
Returns a JSON representation of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 472)
Returns:
A JSON representation of the Game Object.
-
update( [args])
-
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
Parameters:
Name Type Argument Description args
* <optional>
<repeatable>
args
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 460)
-
willRender(camera)
-
Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.
Parameters:
Name Type Description camera
Phaser.Cameras.Scene2D.Camera The Camera to check against this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 485)
Returns:
True if the Game Object should be rendered, otherwise false.
- Type
- boolean