new Sprite(scene, x, y, texture [, frame])
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
scene |
Phaser.Scene | The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. |
|
x |
number | The horizontal position of this Game Object in the world. |
|
y |
number | The vertical position of this Game Object in the world. |
|
texture |
string | Phaser.Textures.Texture | The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. |
|
frame |
string | number |
<optional> |
An optional frame from the Texture this Game Object is rendering with. |
- Since: 3.0.0
- Source: src/gameobjects/sprite/Sprite.js (Line 13)
Extends
- Phaser.GameObjects.GameObject
- Phaser.GameObjects.Components.Alpha
- Phaser.GameObjects.Components.BlendMode
- Phaser.GameObjects.Components.Depth
- Phaser.GameObjects.Components.Flip
- Phaser.GameObjects.Components.GetBounds
- Phaser.GameObjects.Components.Mask
- Phaser.GameObjects.Components.Origin
- Phaser.GameObjects.Components.Pipeline
- Phaser.GameObjects.Components.ScrollFactor
- Phaser.GameObjects.Components.Size
- Phaser.GameObjects.Components.TextureCrop
- Phaser.GameObjects.Components.Tint
- Phaser.GameObjects.Components.Transform
- Phaser.GameObjects.Components.Visible
Members
-
active :boolean
-
The active state of this Game Object. A Game Object with an active state of
true
is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- true
- Source: src/gameobjects/GameObject.js (Line 112)
-
alpha :number
-
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 129)
-
alphaBottomLeft :number
-
The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 227)
-
alphaBottomRight :number
-
The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 257)
-
alphaTopLeft :number
-
The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 167)
-
alphaTopRight :number
-
The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 197)
-
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)
-
anims :Phaser.Animations.AnimationState
-
The Animation State component of this Sprite.
This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.
Type:
- Since: 3.0.0
- Source: src/gameobjects/sprite/Sprite.js (Line 90)
-
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 :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:
- Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody | MatterJS.BodyType
- 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 usegetData
orsetData
orsetDataEnabled
.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)
-
displayHeight :number
-
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Size.js (Line 78)
-
displayList :Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer
-
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
Type:
- Since: 3.50.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 52)
-
displayOriginX :number
-
The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 60)
-
displayOriginY :number
-
The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 84)
-
displayWidth :number
-
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Size.js (Line 53)
-
flipX :boolean
-
The horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- false
- Source: src/gameobjects/components/Flip.js (Line 17)
-
flipY :boolean
-
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- false
- Source: src/gameobjects/components/Flip.js (Line 31)
-
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/TextureCrop.js (Line 28)
-
hasPostPipeline :boolean
-
Does this Game Object have any Post Pipelines set?
Type:
- boolean
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 45)
-
height :number
-
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (
setScale
) or use 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 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)
-
isCropped :boolean
-
A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after
setCrop
has been called, to turn cropping on or off. Equally, callingsetCrop
with no arguments will reset the crop and disable it.Type:
- boolean
- Since: 3.11.0
- Inherited From:
- Source: src/gameobjects/components/TextureCrop.js (Line 37)
-
<readonly> isTinted :boolean
-
Does this Game Object have a tint applied?
It checks to see if the 4 tint properties are set to the value 0xffffff and that the
tintFill
property isfalse
. This indicates that a Game Object isn't tinted.Type:
- boolean
- Since: 3.11.0
- Inherited From:
- Source: src/gameobjects/components/Tint.js (Line 200)
-
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)
-
originX :number
-
The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0.5
- Source: src/gameobjects/components/Origin.js (Line 30)
-
originY :number
-
The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0.5
- Source: src/gameobjects/components/Origin.js (Line 43)
-
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
orscaleY
properties instead.Type:
- number
- Since: 3.18.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 102)
-
scaleX :number
-
The horizontal scale of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 138)
-
scaleY :number
-
The vertical scale of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 169)
-
scene :Phaser.Scene
-
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
Type:
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 38)
-
scrollFactorX :number
-
The horizontal scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 16)
-
scrollFactorY :number
-
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 40)
-
state :number|string
-
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
Type:
- number | string
- Since: 3.16.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 76)
-
tabIndex :number
-
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- -1
- Source: src/gameobjects/GameObject.js (Line 124)
-
texture :Phaser.Textures.Texture|Phaser.Textures.CanvasTexture
-
The Texture this Game Object is using to render with.
Type:
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/TextureCrop.js (Line 19)
-
tint :number
-
The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties
tintTopLeft
etc to read the current tint value.Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Tint.js (Line 183)
-
tintBottomLeft :number
-
The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0xffffff
- Source: src/gameobjects/components/Tint.js (Line 42)
-
tintBottomRight :number
-
The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0xffffff
- Source: src/gameobjects/components/Tint.js (Line 54)
-
tintFill :boolean
-
The tint fill mode.
false
= An additive tint (the default), where vertices colors are blended with the texture.true
= A fill tint, where the vertices colors replace the texture, but respects texture alpha.Type:
- boolean
- Since: 3.11.0
- Inherited From:
- Default Value:
-
- false
- Source: src/gameobjects/components/Tint.js (Line 66)
-
tintTopLeft :number
-
The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0xffffff
- Source: src/gameobjects/components/Tint.js (Line 18)
-
tintTopRight :number
-
The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0xffffff
- Source: src/gameobjects/components/Tint.js (Line 30)
-
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)
-
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 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)
-
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
. -
chain(key)
-
Sets an animation, or an array of animations, to be played immediately after the current one completes or stops.
The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have the
stop
method called directly on it.An animation set to repeat forever will never enter a completed state.
You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its
animationcomplete
event).Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the animation they're playing.
Call this method with no arguments to reset all currently chained animations.
When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
Parameters:
Name Type Description key
string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig | Array.<string> | Array.<Phaser.Animations.Animation> | Array.<Phaser.Types.Animations.PlayAnimationConfig> The string-based key of the animation to play, or an Animation instance, or a
PlayAnimationConfig
object, or an array of them.- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 324)
Returns:
This Game Object.
-
clearAlpha()
-
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 77)
Returns:
This Game Object instance.
-
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.
-
clearTint()
-
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Tint.js (Line 79)
Returns:
This Game Object instance.
-
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.
-
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.
-
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.
-
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.
-
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.<(string|symbol)>
-
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 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>
-
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
-
getLocalPoint(x, y [, point] [, camera])
-
Takes the given
x
andy
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.
-
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.
-
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 490)
Returns:
The populated Transform Matrix.
-
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.
-
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, 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.<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
. -
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
. -
play(key [, ignoreIfPlaying])
-
Start playing the given animation on this Sprite.
Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.
The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
var config = { key: 'run', frames: 'muybridge', frameRate: 15, repeat: -1 }; // This code should be run from within a Scene: this.anims.create(config);
However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the
Animation.create
method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.With the animation created, either globally or locally, you can now play it on this Sprite:
this.add.sprite(x, y).play('run');
Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:
this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });
When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.
See the documentation for the
PlayAnimationConfig
config object for more details about this.Also, see the documentation in the Animation Manager for further details on creating animations.
Parameters:
Name Type Argument Default Description key
string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig The string-based key of the animation to play, or an Animation instance, or a
PlayAnimationConfig
object.ignoreIfPlaying
boolean <optional>
false If an animation is already playing then ignore this call.
- Since: 3.0.0
- Source: src/gameobjects/sprite/Sprite.js (Line 137)
Fires:
Returns:
This Game Object.
-
playAfterDelay(key, delay)
-
Waits for the specified delay, in milliseconds, then starts playback of the given animation.
If the animation also has a delay value set in its config, it will be added to the delay given here.
If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.
If no animation is currently running, the given one begins after the delay.
When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
Prior to Phaser 3.50 this method was called 'delayedPlay'.
Parameters:
Name Type Description key
string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig The string-based key of the animation to play, or an Animation instance, or a
PlayAnimationConfig
object.delay
number The delay, in milliseconds, to wait before starting the animation playing.
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 267)
Fires:
Returns:
This Game Object.
-
playAfterRepeat(key [, repeatCount])
-
Waits for the current animation to complete the
repeatCount
number of repeat cycles, then starts playback of the given animation.You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.
If no animation is currently running, the given one will start immediately.
When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
Parameters:
Name Type Argument Default Description key
string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig The string-based key of the animation to play, or an Animation instance, or a
PlayAnimationConfig
object.repeatCount
number <optional>
1 How many times should the animation repeat before the next one starts?
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 297)
Fires:
Returns:
This Game Object.
-
playReverse(key [, ignoreIfPlaying])
-
Start playing the given animation on this Sprite, in reverse.
Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.
The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
var config = { key: 'run', frames: 'muybridge', frameRate: 15, repeat: -1 }; // This code should be run from within a Scene: this.anims.create(config);
However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the
Animation.create
method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.With the animation created, either globally or locally, you can now play it on this Sprite:
this.add.sprite(x, y).playReverse('run');
Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:
this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });
When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.
See the documentation for the
PlayAnimationConfig
config object for more details about this.Also, see the documentation in the Animation Manager for further details on creating animations.
Parameters:
Name Type Argument Default Description key
string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig The string-based key of the animation to play, or an Animation instance, or a
PlayAnimationConfig
object.ignoreIfPlaying
boolean <optional>
false If an animation is already playing then ignore this call.
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 202)
Fires:
Returns:
This Game Object.
-
<protected> preUpdate(time, delta)
-
Update this Sprite's animations.
Parameters:
Name Type Description time
number The current timestamp.
delta
number The delta time, in ms, elapsed since the last frame.
- Since: 3.0.0
- Source: src/gameobjects/sprite/Sprite.js (Line 122)
-
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
. -
removedFromScene()
-
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the
REMOVED_FROM_SCENE
event from this Game Object.- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 563)
-
removeInteractive()
-
If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.
The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.
If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling
setInteractive
again.If you wish to only temporarily stop an object from receiving input then use
disableInteractive
instead, as that toggles the interactive state, where-as this erases it completely.If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.:
sprite.input.hitArea.setSize(width, height)
(assuming the shape is a Rectangle, which it is by default.)- Since: 3.7.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 514)
Returns:
This GameObject.
-
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
. -
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.
-
resetFlip()
-
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 140)
Returns:
This Game Object instance.
-
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, otherwisefalse
.- Type
- boolean
-
resetPostPipeline( [resetData])
-
Resets the WebGL Post Pipelines of this Game Object. It does this by calling the
destroy
method on each post pipeline and then clearing the local array.Parameters:
Name Type Argument Default Description resetData
boolean <optional>
false Reset the
pipelineData
object to being an empty object?- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 331)
-
setActive(value)
-
Sets the
active
property of this Game Object and returns this Game Object for further chaining. A Game Object with 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 215)
Returns:
This GameObject.
-
setAlpha( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])
-
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the
topLeft
value given is used.Parameters:
Name Type Argument Default Description topLeft
number <optional>
1 The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
topRight
number <optional>
The alpha value used for the top-right of the Game Object. WebGL only.
bottomLeft
number <optional>
The alpha value used for the bottom-left of the Game Object. WebGL only.
bottomRight
number <optional>
The alpha value used for the bottom-right of the Game Object. WebGL only.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Alpha.js (Line 92)
Returns:
This Game Object instance.
-
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.
-
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.
-
setCrop( [x] [, y] [, width] [, height])
-
Applies a crop to a texture based Game Object, such as a Sprite or Image.
The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.
The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call
setCrop(0, 0, 400, 600)
.It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.
You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
Call this method with no arguments at all to reset the crop, or toggle the property
isCropped
tofalse
.You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.
Parameters:
Name Type Argument Description x
number | Phaser.Geom.Rectangle <optional>
The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
y
number <optional>
The y coordinate to start the crop from.
width
number <optional>
The width of the crop rectangle in pixels.
height
number <optional>
The height of the crop rectangle in pixels.
- Since: 3.11.0
- Inherited From:
- Source: src/gameobjects/components/TextureCrop.js (Line 48)
Returns:
This Game Object instance.
-
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 294)
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 275)
- 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 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.
-
setDisplayOrigin( [x] [, y])
-
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Parameters:
Name Type Argument Default Description x
number <optional>
0 The horizontal display origin value.
y
number <optional>
x The vertical display origin value. If not defined it will be set to the value of
x
.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 155)
Returns:
This Game Object instance.
-
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.
-
setFlip(x, y)
-
Sets the horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Parameters:
Name Type Description x
boolean The horizontal flipped state.
false
for no flip, ortrue
to be flipped.y
boolean The horizontal flipped state.
false
for no flip, ortrue
to be flipped.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 117)
Returns:
This Game Object instance.
-
setFlipX(value)
-
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Parameters:
Name Type Description value
boolean The flipped state.
false
for no flip, ortrue
to be flipped.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 79)
Returns:
This Game Object instance.
-
setFlipY(value)
-
Sets the vertical flipped state of this Game Object.
Parameters:
Name Type Description value
boolean The flipped state.
false
for no flip, ortrue
to be flipped.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 100)
Returns:
This Game Object instance.
-
setFrame(frame [, updateSize] [, updateOrigin])
-
Sets the frame this Game Object will use to render with.
The Frame has to belong to the current Texture being used.
It can be either a string or an index.
Calling
setFrame
will modify 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 Argument Default Description frame
string | number The name or index of the frame within the Texture.
updateSize
boolean <optional>
true Should this call adjust the size of the Game Object?
updateOrigin
boolean <optional>
true Should this call adjust the origin of the Game Object?
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/TextureCrop.js (Line 126)
Returns:
This Game Object instance.
-
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.
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.
-
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 233)
Returns:
This GameObject.
-
setOrigin( [x] [, y])
-
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
Parameters:
Name Type Argument Default Description x
number <optional>
0.5 The horizontal origin value.
y
number <optional>
x The vertical origin value. If not defined it will be set to the value of
x
.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 108)
Returns:
This Game Object instance.
-
setOriginFromFrame()
-
Sets the origin of this Game Object based on the Pivot values in its Frame.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 132)
Returns:
This Game Object instance.
-
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? Iffalse
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.
-
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, andkey
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
thenkey
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.
-
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.
-
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? Iffalse
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.
-
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.
-
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.
-
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.
-
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
number | string The state of the Game Object.
- Since: 3.16.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 251)
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 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
- Inherited From:
- Source: src/gameobjects/components/TextureCrop.js (Line 106)
Returns:
This Game Object instance.
-
setTint( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])
-
Sets an additive tint on this Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the propertiestintTopLeft
,tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.To remove a tint call
clearTint
.To swap this from being an additive tint to a fill based tint set the property
tintFill
totrue
.Parameters:
Name Type Argument Default Description topLeft
number <optional>
0xffffff The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.
topRight
number <optional>
The tint being applied to the top-right of the Game Object.
bottomLeft
number <optional>
The tint being applied to the bottom-left of the Game Object.
bottomRight
number <optional>
The tint being applied to the bottom-right of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Tint.js (Line 98)
Returns:
This Game Object instance.
-
setTintFill( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])
-
Sets a fill-based tint on this Game Object.
Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the propertiestintTopLeft
,tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.To remove a tint call
clearTint
.To swap this from being a fill-tint to an additive tint set the property
tintFill
tofalse
.Parameters:
Name Type Argument Default Description topLeft
number <optional>
0xffffff The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.
topRight
number <optional>
The tint being applied to the top-right of the Game Object.
bottomLeft
number <optional>
The tint being applied to the bottom-left of the Game Object.
bottomRight
number <optional>
The tint being applied to the bottom-right of the Game Object.
- Since: 3.11.0
- Inherited From:
- Source: src/gameobjects/components/Tint.js (Line 146)
Returns:
This Game Object instance.
-
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 454)
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 394)
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 413)
Returns:
This Game Object instance.
-
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.
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
stop()
-
Immediately stops the current animation from playing and dispatches the
ANIMATION_STOP
events.If no animation is playing, no event will be dispatched.
If there is another animation queued (via the
chain
method) then it will start playing immediately.- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 356)
Fires:
Returns:
This Game Object.
-
stopAfterDelay(delay)
-
Stops the current animation from playing after the specified time delay, given in milliseconds.
It then dispatches the
ANIMATION_STOP
event.If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the
chain
method) then it will start playing, when the current one stops.Parameters:
Name Type Description delay
number The number of milliseconds to wait before stopping this animation.
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 374)
Fires:
Returns:
This Game Object.
-
stopAfterRepeat( [repeatCount])
-
Stops the current animation from playing after the given number of repeats.
It then dispatches the
ANIMATION_STOP
event.If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the
chain
method) then it will start playing, when the current one stops.Parameters:
Name Type Argument Default Description repeatCount
number <optional>
1 How many times should the animation repeat before stopping?
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 397)
Fires:
Returns:
This Game Object.
-
stopOnFrame(frame)
-
Stops the current animation from playing when it next sets the given frame. If this frame doesn't exist within the animation it will not stop it from playing.
It then dispatches the
ANIMATION_STOP
event.If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the
chain
method) then it will start playing, when the current one stops.Parameters:
Name Type Description frame
Phaser.Animations.AnimationFrame The frame to check before stopping this animation.
- Since: 3.50.0
- Source: src/gameobjects/sprite/Sprite.js (Line 420)
Fires:
Returns:
This Game Object.
-
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.
-
toggleFlipX()
-
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 45)
Returns:
This Game Object instance.
-
toggleFlipY()
-
Toggles the vertical flipped state of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Flip.js (Line 64)
Returns:
This Game Object instance.
-
toJSON()
-
Build a JSON representation of this Sprite.
- Since: 3.0.0
- Overrides:
- Source: src/gameobjects/sprite/Sprite.js (Line 444)
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 578)
-
updateDisplayOrigin()
-
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Origin.js (Line 178)
Returns:
This Game Object instance.
-
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