Class: ImpactSprite

Phaser.Physics.Impact. ImpactSprite

An Impact Physics Sprite Game Object.

A Sprite Game Object is used for the display of both static and animated images in your game. Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled and animated.

The main difference between a Sprite and an Image Game Object is that you cannot animate Images. As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.


new ImpactSprite(world, x, y, texture [, frame])

Parameters:
Name Type Argument Description
world Phaser.Physics.Impact.World

[description]

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/physics/impact/ImpactSprite.js (Line 11)

Extends

Members


accel :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 125)

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)

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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
Source: src/gameobjects/components/Alpha.js (Line 197)

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:
Overrides:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 196)

anims :Phaser.GameObjects.Components.Animation

The Animation Controller of this Sprite.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/sprite/Sprite.js (Line 89)

blendMode :Phaser.BlendModes|string

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

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

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

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

body :Phaser.Physics.Impact.Body

[description]

Type:
Since: 3.0.0
Overrides:
Source: src/physics/impact/ImpactSprite.js (Line 86)

bounce :number

The bounce, or restitution, value of this body. A value between 0 (no rebound) and 1 (full rebound)

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Bounce.js (Line 50)

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

checkAgainst :number

[description]

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 93)

collides :number

[description]

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 127)

data :Phaser.Data.DataManager

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

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 118)

debugBodyColor :number

[description]

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Debug.js (Line 96)

debugShowBody :boolean

[description]

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Debug.js (Line 54)

debugShowVelocity :boolean

[description]

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Debug.js (Line 75)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

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

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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
Source: src/gameobjects/components/TextureCrop.js (Line 28)

friction :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 134)

gravity :number

[description]

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Gravity.js (Line 33)

height :number

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

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

Type:
  • number
Since: 3.0.0
Inherited From:
Overrides:
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)

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, calling setCrop with no arguments will reset the crop and disable it.

Type:
  • boolean
Since: 3.11.0
Inherited From:
Overrides:
  • Phaser.GameObjects.Components.Texture#isCropped
Source: src/gameobjects/components/TextureCrop.js (Line 37)

<readonly> isTinted :boolean

Does this Game Object have a tint applied to it or not?

Type:
  • boolean
Since: 3.11.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 314)

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)

maxVel :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 143)

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)

offset :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 107)

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:
Overrides:
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:
Overrides:
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 75)

pipeline :Phaser.Renderer.WebGL.WebGLPipeline

The current WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Overrides:
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:
Overrides:
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 or scaleY properties instead.

Type:
  • number
Since: 3.18.0
Inherited From:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 40)

size :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 98)

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:
Overrides:
Source: src/gameobjects/components/TextureCrop.js (Line 19)

tint :integer

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:
  • integer
Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 297)

tintBottomLeft :integer

The tint value being applied to the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 249)

tintBottomRight :integer

The tint value being applied to the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 273)

tintFill :boolean

Fill or additive?

Type:
  • boolean
Since: 3.11.0
Inherited From:
Overrides:
Default Value:
  • false
Source: src/gameobjects/components/Tint.js (Line 83)

tintTopLeft :integer

The tint value being applied to the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 201)

tintTopRight :integer

The tint value being applied to the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 225)

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)

vel :Object

[description]

Type:
  • Object
Since: 3.0.0
Source: src/physics/impact/ImpactSprite.js (Line 116)

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:
Overrides:
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:
Overrides:
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 the displayWidth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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.

Type
Phaser.Events.EventEmitter

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:
Overrides:
Source: src/gameobjects/components/Alpha.js (Line 77)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

clearMask( [destroyMask])

Clears the mask that this Game Object was using.

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

Destroy the mask before clearing it?

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 56)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 93)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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.

Type
Phaser.Display.Masks.BitmapMask

createGeometryMask( [graphics])

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

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

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

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

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

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

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 110)
Returns:

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

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.

Type
Phaser.Physics.Impact.ImpactSprite

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

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

true if the event had listeners, else false.

Type
boolean

eventNames()

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

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
array

getBodyType()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyType.js (Line 18)
Returns:

[description]

Type
number

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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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 called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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

This approach is useful for destructuring arrays in ES6.

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

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 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:
Overrides:
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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 446)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getParentRotation()

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

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

Since: 3.18.0
Inherited From:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 463)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

initPipeline( [pipelineName])

Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

Parameters:
Name Type Argument Default Description
pipelineName string <optional>
TextureTintPipeline

The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Pipeline.js (Line 39)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

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

The registered listeners.

Type
array

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

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

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

this.

Type
Phaser.Events.EventEmitter

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

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

this.

Type
Phaser.Events.EventEmitter

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

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

this.

Type
Phaser.Events.EventEmitter

play(key [, ignoreIfPlaying] [, startFrame])

Start playing the given animation.

Parameters:
Name Type Argument Default Description
key string

The string-based key of the animation to play.

ignoreIfPlaying boolean <optional>
false

If an animation is already playing then ignore this call.

startFrame integer <optional>
0

Optionally start the animation playing from this frame index.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/sprite/Sprite.js (Line 120)
Returns:

This Game Object.

Type
Phaser.GameObjects.Sprite

<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
Inherited From:
Source: src/gameobjects/sprite/Sprite.js (Line 105)

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

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

The event name.

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

this.

Type
Phaser.Events.EventEmitter

removeInteractive()

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

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

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

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

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

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 426)
Returns:

This GameObject.

Type
Phaser.Physics.Impact.ImpactSprite

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

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

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

this.

Type
Phaser.Events.EventEmitter

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:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 140)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

resetPipeline()

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

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Pipeline.js (Line 91)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

setAcceleration(x, y)

Sets the horizontal and vertical acceleration of this body.

Parameters:
Name Type Description
x number

The amount of horizontal acceleration to apply.

y number

The amount of vertical acceleration to apply.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Acceleration.js (Line 50)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setAccelerationX(x)

Sets the horizontal acceleration of this body.

Parameters:
Name Type Description
x number

The amount of acceleration to apply.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Acceleration.js (Line 16)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setAccelerationY(y)

Sets the vertical acceleration of this body.

Parameters:
Name Type Description
y number

The amount of acceleration to apply.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Acceleration.js (Line 33)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setActive(value)

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

Parameters:
Name Type Description
value boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 195)
Returns:

This GameObject.

Type
Phaser.Physics.Impact.ImpactSprite

setActiveCollision()

[description]

Since: 3.6.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 97)
Returns:

This Game Object.

Type
Phaser.GameObjects.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:
Overrides:
Source: src/gameobjects/components/Alpha.js (Line 92)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 329)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setAvsB()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 18)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

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:
Overrides:
Source: src/gameobjects/components/BlendMode.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setBodyScale(scaleX [, scaleY])

Sets the scale of the physics body.

Parameters:
Name Type Argument Description
scaleX number

The horizontal scale of the body.

scaleY number <optional>

The vertical scale of the body. If not given, will use the horizontal scale value.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyScale.js (Line 37)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setBodySize(width [, height])

Sets the size of the physics body.

Parameters:
Name Type Argument Default Description
width number

The width of the body in pixels.

height number <optional>
width

The height of the body in pixels.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyScale.js (Line 16)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setBounce(value)

Sets the impact physics bounce, or restitution, value.

Parameters:
Name Type Description
value number

A value between 0 (no rebound) and 1 (full rebound)

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Bounce.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setBvsA()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 33)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCheckAgainstA()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 63)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCheckAgainstB()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 78)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCheckAgainstNone()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/CheckAgainst.js (Line 48)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCollideCallback(callback, scope)

[description]

Parameters:
Name Type Description
callback CollideCallback

[description]

scope *

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 29)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCollidesNever()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 52)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

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 to false.

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.

Type
Phaser.Physics.Impact.ImpactSprite

setData(key [, data])

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

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

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

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

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

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

To get a value back again you can call getData:

sprite.getData('gold');

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

sprite.data.values.gold += 50;

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

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

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

Parameters:
Name Type Argument Description
key string | object

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

data * <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 274)
Returns:

This GameObject.

Type
Phaser.Physics.Impact.ImpactSprite

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.

Type
Phaser.Physics.Impact.ImpactSprite

setDebug(showBody, showVelocity, bodyColor)

[description]

Parameters:
Name Type Description
showBody boolean

[description]

showVelocity boolean

[description]

bodyColor number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Debug.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setDebugBodyColor(value)

[description]

Parameters:
Name Type Description
value number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Debug.js (Line 37)
Returns:

This Game Object.

Type
Phaser.GameObjects.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:
Overrides:
Source: src/gameobjects/components/Depth.js (Line 58)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Origin.js (Line 155)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Size.js (Line 158)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setFixedCollision()

[description]

Since: 3.6.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 112)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

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, or true to be flipped.

y boolean

The horizontal flipped state. false for no flip, or true to be flipped.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 117)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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, or true to be flipped.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setFlipY(value)

Sets the vertical flipped state of this Game Object.

Parameters:
Name Type Description
value boolean

The flipped state. false for no flip, or true to be flipped.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 100)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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

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

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

It can be either a string or an index.

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

Parameters:
Name Type Argument Default Description
frame string | integer

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:
Overrides:
Source: src/gameobjects/components/TextureCrop.js (Line 126)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setFriction(x, y)

[description]

Parameters:
Name Type Description
x number

[description]

y number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Friction.js (Line 50)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setFrictionX(x)

[description]

Parameters:
Name Type Description
x number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Friction.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setFrictionY(y)

[description]

Parameters:
Name Type Description
y number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Friction.js (Line 33)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setGameObject(gameObject [, sync])

[description]

Parameters:
Name Type Argument Default Description
gameObject Phaser.GameObjects.GameObject

[description]

sync boolean <optional>
true

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/SetGameObject.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setGravity(value)

[description]

Parameters:
Name Type Description
value number

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Gravity.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

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.

Type
Phaser.Physics.Impact.ImpactSprite

setLiteCollision()

[description]

Since: 3.6.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 67)
Returns:

This Game Object.

Type
Phaser.GameObjects.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.

Type
Phaser.Physics.Impact.ImpactSprite

setMaxVelocity(x [, y])

Sets the maximum velocity this body can travel at.

Parameters:
Name Type Argument Default Description
x number

The maximum allowed horizontal velocity.

y number <optional>
x

The maximum allowed vertical velocity. If not given, defaults to the horizontal value.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Velocity.js (Line 71)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setMinBounceVelocity(value)

Sets the minimum velocity the body is allowed to be moving to be considered for rebound.

Parameters:
Name Type Description
value number

The minimum allowed velocity.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Bounce.js (Line 33)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setName(value)

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

Parameters:
Name Type Description
value string

The name to be given to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 213)
Returns:

This GameObject.

Type
Phaser.Physics.Impact.ImpactSprite

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

[description]

Parameters:
Name Type Argument Description
x number

[description]

y number

[description]

width number <optional>

[description]

height number <optional>

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Offset.js (Line 16)
Returns:

This Game Object.

Type
Phaser.GameObjects.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:
Overrides:
Source: src/gameobjects/components/Origin.js (Line 108)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setOriginFromFrame()

Sets the origin of this Game Object based on the Pivot values in its Frame.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Origin.js (Line 132)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setPassiveCollision()

[description]

Since: 3.6.0
Inherited From:
Source: src/physics/impact/components/Collides.js (Line 82)
Returns:

This Game Object.

Type
Phaser.GameObjects.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:
Overrides:
Source: src/gameobjects/components/Pipeline.js (Line 68)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 250)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 278)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 310)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 348)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setSize(width, height)

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

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

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setSizeToFrame(frame)

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

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
frame Phaser.Textures.Frame

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

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

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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.

Type
Phaser.Physics.Impact.ImpactSprite

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 | integer <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/TextureCrop.js (Line 106)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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 properties tintTopLeft, tintTopRight,tintBottomLeftandtintBottomRight` 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 to true.

Parameters:
Name Type Argument Default Description
topLeft integer <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 integer <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft integer <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight integer <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 114)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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 properties tintTopLeft, tintTopRight,tintBottomLeftandtintBottomRight` 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 to false.

Parameters:
Name Type Argument Default Description
topLeft integer <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 integer <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft integer <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight integer <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.11.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Tint.js (Line 164)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

setTypeA()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyType.js (Line 46)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setTypeB()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyType.js (Line 61)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setTypeNone()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/BodyType.js (Line 31)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setVelocity(x [, y])

Sets the horizontal and vertical velocities of the physics body.

Parameters:
Name Type Argument Default Description
x number

The horizontal velocity value.

y number <optional>
x

The vertical velocity value. If not given, defaults to the horizontal value.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Velocity.js (Line 50)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setVelocityX(x)

Sets the horizontal velocity of the physics body.

Parameters:
Name Type Description
x number

The horizontal velocity value.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Velocity.js (Line 16)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

setVelocityY(y)

Sets the vertical velocity of the physics body.

Parameters:
Name Type Description
y number

The vertical velocity value.

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/Velocity.js (Line 33)
Returns:

This Game Object.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Visible.js (Line 63)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 427)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 370)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 389)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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:
Overrides:
Source: src/gameobjects/components/Transform.js (Line 408)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

shutdown()

Removes all listeners.

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

syncGameObject()

[description]

Since: 3.0.0
Inherited From:
Source: src/physics/impact/components/SetGameObject.js (Line 48)
Returns:

This Game Object.

Type
Phaser.GameObjects.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:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 45)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

toggleFlipY()

Toggles the vertical flipped state of this Game Object.

Since: 3.0.0
Inherited From:
Overrides:
Source: src/gameobjects/components/Flip.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

toJSON()

Build a JSON representation of this Sprite.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/sprite/Sprite.js (Line 139)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

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

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

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 460)

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:
Overrides:
Source: src/gameobjects/components/Origin.js (Line 178)
Returns:

This Game Object instance.

Type
Phaser.Physics.Impact.ImpactSprite

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