new TilemapLayer(scene, tilemap, layerIndex, tileset [, x] [, y])
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
scene |
Phaser.Scene | The Scene to which this Game Object belongs. |
||
tilemap |
Phaser.Tilemaps.Tilemap | The Tilemap this layer is a part of. |
||
layerIndex |
number | The index of the LayerData associated with this layer. |
||
tileset |
string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset> | The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. |
||
x |
number |
<optional> |
0 | The world x position where the top left of this layer will be placed. |
y |
number |
<optional> |
0 | The world y position where the top left of this layer will be placed. |
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 13)
Extends
- Phaser.GameObjects.GameObject
- Phaser.GameObjects.Components.Alpha
- Phaser.GameObjects.Components.BlendMode
- Phaser.GameObjects.Components.ComputedSize
- Phaser.GameObjects.Components.Depth
- Phaser.GameObjects.Components.Flip
- Phaser.GameObjects.Components.GetBounds
- Phaser.GameObjects.Components.Origin
- Phaser.GameObjects.Components.Pipeline
- Phaser.GameObjects.Components.ScrollFactor
- 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)
-
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
-
cullCallback :function
-
The callback that is invoked when the tiles are culled.
It will call a different function based on the map orientation:
Orthogonal (the default) is
TilemapComponents.CullTiles
Isometric isTilemapComponents.IsometricCullTiles
Hexagonal isTilemapComponents.HexagonalCullTiles
Staggered isTilemapComponents.StaggeredCullTiles
However, you can override this to call any function you like.
It will be sent 4 arguments:
- The Phaser.Tilemaps.LayerData object for this Layer
- The Camera that is culling the layer. You can check its
dirty
property to see if it has changed since the last cull. - A reference to the
culledTiles
array, which should be used to store the tiles you want rendered. - The Render Order constant.
See the
TilemapComponents.CullTiles
source code for details on implementing your own culling system.Type:
- function
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 185)
-
culledTiles :Array.<Phaser.Tilemaps.Tile>
-
Used internally during rendering. This holds the tiles that are visible within the Camera.
Type:
- Array.<Phaser.Tilemaps.Tile>
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 138)
-
cullPaddingX :number
-
The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
See the method
setCullPadding
for more details.Type:
- number
- Since: 3.50.0
- Default Value:
-
- 1
- Source: src/tilemaps/TilemapLayer.js (Line 161)
-
cullPaddingY :number
-
The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
See the method
setCullPadding
for more details.Type:
- number
- Since: 3.50.0
- Default Value:
-
- 1
- Source: src/tilemaps/TilemapLayer.js (Line 173)
-
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/ComputedSize.js (Line 68)
-
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/ComputedSize.js (Line 43)
-
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)
-
gidMap :Array.<Phaser.Tilemaps.Tileset>
-
An array holding the mapping between the tile indexes and the tileset they belong to.
Type:
- Array.<Phaser.Tilemaps.Tileset>
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 235)
-
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/ComputedSize.js (Line 30)
-
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)
-
<readonly> isTilemap :boolean
-
Used internally by physics system to perform fast type checks.
Type:
- boolean
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 68)
-
layer :Phaser.Tilemaps.LayerData
-
The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.
Type:
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 96)
-
layerIndex :number
-
The index of the LayerData associated with this layer.
Type:
- number
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 87)
-
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)
-
skipCull :boolean
-
You can control if the camera should cull tiles on this layer before rendering them or not.
By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
However, there are some instances when you may wish to disable this, and toggling this flag allows you to do so. Also see
setSkipCull
for a chainable method that does the same thing.Type:
- boolean
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 147)
-
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)
-
tilemap :Phaser.Tilemaps.Tilemap
-
The Tilemap that this layer is a part of.
Type:
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 78)
-
<readonly> tilesDrawn :number
-
The total number of tiles drawn by the renderer in the last frame.
Type:
- number
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 118)
-
tileset :Array.<Phaser.Tilemaps.Tileset>
-
An array of
Tileset
objects associated with this layer.Type:
- Array.<Phaser.Tilemaps.Tileset>
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 109)
-
<readonly> tilesTotal :number
-
The total number of tiles in this layer. Updated every frame.
Type:
- number
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 128)
-
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/ComputedSize.js (Line 17)
-
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
. -
calculateFacesAt(tileX, tileY)
-
Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.
Parameters:
Name Type Description tileX
number The x coordinate.
tileY
number The y coordinate.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 341)
Returns:
This Tilemap Layer object.
-
calculateFacesWithin( [tileX] [, tileY] [, width] [, height])
-
Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.
Parameters:
Name Type Argument Description tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 361)
Returns:
This Tilemap Layer 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.
-
copy(srcTileX, srcTileY, width, height, destTileX, destTileY [, recalculateFaces])
-
Copies the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.
Parameters:
Name Type Argument Default Description srcTileX
number The x coordinate of the area to copy from, in tiles, not pixels.
srcTileY
number The y coordinate of the area to copy from, in tiles, not pixels.
width
number The width of the area to copy, in tiles, not pixels.
height
number The height of the area to copy, in tiles, not pixels.
destTileX
number The x coordinate of the area to copy to, in tiles, not pixels.
destTileY
number The y coordinate of the area to copy to, in tiles, not pixels.
recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 424)
Returns:
This Tilemap Layer object.
-
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.
-
createFromTiles(indexes, replacements [, spriteConfig] [, scene] [, camera])
-
Creates a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.
Parameters:
Name Type Argument Description indexes
number | array The tile index, or array of indexes, to create Sprites from.
replacements
number | array The tile index, or array of indexes, to change a converted tile to. Set to
null
to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.spriteConfig
Phaser.Types.GameObjects.Sprite.SpriteConfig <optional>
The config object to pass into the Sprite creator (i.e. scene.make.sprite).
scene
Phaser.Scene <optional>
The Scene to create the Sprites within.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when determining the world XY
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 383)
Returns:
An array of the Sprites that were created.
- Type
- Array.<Phaser.GameObjects.Sprite>
-
cull( [camera])
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally during rendering.
Parameters:
Name Type Argument Description camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to run the cull check against.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 408)
Returns:
An array of Tile objects to render.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
destroy( [removeFromTilemap])
-
Destroys this TilemapLayer and removes its link to the associated LayerData.
Parameters:
Name Type Argument Default Description removeFromTilemap
boolean <optional>
true Remove this layer from the parent Tilemap?
- Since: 3.50.0
- Overrides:
- Source: src/tilemaps/TilemapLayer.js (Line 1267)
-
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)>
-
fill(index [, tileX] [, tileY] [, width] [, height] [, recalculateFaces])
-
Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.
Parameters:
Name Type Argument Default Description index
number The tile index to fill the area with.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 449)
Returns:
This Tilemap Layer object.
-
filterTiles(callback [, context] [, tileX] [, tileY] [, width] [, height] [, filteringOptions])
-
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
Parameters:
Name Type Argument Description callback
function The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter.
context
object <optional>
The context under which the callback should be run.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area to filter.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area to filter.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 473)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
findByIndex(index [, skip] [, reverse])
-
Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.
Parameters:
Name Type Argument Default Description index
number The tile index value to search for.
skip
number <optional>
0 The number of times to skip a matching tile before returning.
reverse
boolean <optional>
false If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 498)
Returns:
The first matching Tile object.
- Type
- Phaser.Tilemaps.Tile
-
findTile(callback [, context] [, tileX] [, tileY] [, width] [, height] [, filteringOptions])
-
Find the first tile in the given rectangular area (in tile coordinates) of the layer that satisfies the provided testing function. I.e. finds the first tile for which
callback
returns true. Similar to Array.prototype.find in vanilla JS.Parameters:
Name Type Argument Description callback
FindTileCallback The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
context
object <optional>
The context under which the callback should be run.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area to search.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area to search.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 519)
Returns:
The first Tile found at the given location.
- Type
- Phaser.Tilemaps.Tile
-
forEachTile(callback [, context] [, tileX] [, tileY] [, width] [, height] [, filteringOptions])
-
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.
Parameters:
Name Type Argument Description callback
EachTileCallback The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
context
object <optional>
The context, or scope, under which the callback should be run.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area to search.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area to search.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 542)
Returns:
This Tilemap Layer object.
-
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
-
getTileAt(tileX, tileY [, nonNull])
-
Gets a tile at the given tile coordinates from the given layer.
Parameters:
Name Type Argument Default Description tileX
number X position to get the tile from (given in tile units, not pixels).
tileY
number Y position to get the tile from (given in tile units, not pixels).
nonNull
boolean <optional>
false If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 566)
Returns:
The Tile at the given coordinates or null if no tile was found or the coordinates were invalid.
- Type
- Phaser.Tilemaps.Tile
-
getTileAtWorldXY(worldX, worldY [, nonNull] [, camera])
-
Gets a tile at the given world coordinates from the given layer.
Parameters:
Name Type Argument Default Description worldX
number X position to get the tile from (given in pixels)
worldY
number Y position to get the tile from (given in pixels)
nonNull
boolean <optional>
false If true, function won't return null for empty tiles, but a Tile object with an index of -1.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 583)
Returns:
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
- Type
- Phaser.Tilemaps.Tile
-
getTilesWithin( [tileX] [, tileY] [, width] [, height] [, filteringOptions])
-
Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
Parameters:
Name Type Argument Description tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 601)
Returns:
An array of Tile objects found within the area.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
getTilesWithinShape(shape [, filteringOptions] [, camera])
-
Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.
Parameters:
Name Type Argument Description shape
Phaser.Geom.Circle | Phaser.Geom.Line | Phaser.Geom.Rectangle | Phaser.Geom.Triangle A shape in world (pixel) coordinates
filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when factoring in which tiles to return.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 620)
Returns:
An array of Tile objects found within the shape.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
getTilesWithinWorldXY(worldX, worldY, width, height [, filteringOptions] [, camera])
-
Gets the tiles in the given rectangular area (in world coordinates) of the layer.
Parameters:
Name Type Argument Description worldX
number The world x coordinate for the top-left of the area.
worldY
number The world y coordinate for the top-left of the area.
width
number The width of the area.
height
number The height of the area.
filteringOptions
Phaser.Types.Tilemaps.FilteringOptions <optional>
Optional filters to apply when getting the tiles.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when factoring in which tiles to return.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 638)
Returns:
An array of Tile objects found within the area.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
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.
-
hasTileAt(tileX, tileY)
-
Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 658)
Returns:
true
if a tile was found at the given location, otherwisefalse
.- Type
- boolean
-
hasTileAtWorldXY(worldX, worldY [, camera])
-
Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
Parameters:
Name Type Argument Description worldX
number The x coordinate, in pixels.
worldY
number The y coordinate, in pixels.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when factoring in which tiles to return.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 675)
Returns:
true
if a tile was found at the given location, otherwisefalse
.- Type
- boolean
-
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
. -
putTileAt(tile, tileX, tileY [, recalculateFaces])
-
Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
Parameters:
Name Type Argument Default Description tile
number | Phaser.Tilemaps.Tile The index of this tile to set or a Tile object.
tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 693)
Returns:
The Tile object that was inserted at the given coordinates.
- Type
- Phaser.Tilemaps.Tile
-
putTileAtWorldXY(tile, worldX, worldY [, recalculateFaces] [, camera])
-
Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
Parameters:
Name Type Argument Description tile
number | Phaser.Tilemaps.Tile The index of this tile to set or a Tile object.
worldX
number The x coordinate, in pixels.
worldY
number The y coordinate, in pixels.
recalculateFaces
boolean <optional>
true
if the faces data should be recalculated.camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 714)
Returns:
The Tile object that was inserted at the given coordinates.
- Type
- Phaser.Tilemaps.Tile
-
putTilesAt(tile, tileX, tileY [, recalculateFaces])
-
Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.
Parameters:
Name Type Argument Default Description tile
Array.<number> | Array.<Array.<number>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>> A row (array) or grid (2D array) of Tiles or tile indexes to place.
tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 736)
Returns:
This Tilemap Layer object.
-
randomize( [tileX] [, tileY] [, width] [, height] [, indexes])
-
Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.
Parameters:
Name Type Argument Description tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.indexes
Array.<number> <optional>
An array of indexes to randomly draw from during randomization.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 760)
Returns:
This Tilemap Layer object.
-
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.
-
removeTileAt(tileX, tileY [, replaceWithNull] [, recalculateFaces])
-
Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.
Parameters:
Name Type Argument Default Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
replaceWithNull
boolean <optional>
true If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 785)
Returns:
A Tile object.
- Type
- Phaser.Tilemaps.Tile
-
removeTileAtWorldXY(worldX, worldY [, replaceWithNull] [, recalculateFaces] [, camera])
-
Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.
Parameters:
Name Type Argument Default Description worldX
number The x coordinate, in pixels.
worldY
number The y coordinate, in pixels.
replaceWithNull
boolean <optional>
true If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
recalculateFaces
boolean <optional>
true true
if the faces data should be recalculated.camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 804)
Returns:
The Tile object that was removed from the given location.
- Type
- Phaser.Tilemaps.Tile
-
renderDebug(graphics [, styleConfig])
-
Draws a debug representation of the layer to the given Graphics. This is helpful when you want to get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation wherever you want on the screen.
Parameters:
Name Type Argument Description graphics
Phaser.GameObjects.Graphics The target Graphics object to draw upon.
styleConfig
Phaser.Types.Tilemaps.StyleConfig <optional>
An object specifying the colors to use for the debug drawing.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 824)
Returns:
This Tilemap Layer object.
-
replaceByIndex(findIndex, newIndex [, tileX] [, tileY] [, width] [, height])
-
Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
findIndex
and updates their index to matchnewIndex
. This only modifies the index and does not change collision information.Parameters:
Name Type Argument Description findIndex
number The index of the tile to search for.
newIndex
number The index of the tile to replace it with.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 845)
Returns:
This Tilemap Layer 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.
-
setCollision(indexes [, collides] [, recalculateFaces] [, updateLayer])
-
Sets collision on the given tile or tiles within a layer by index. You can pass in either a single numeric index or an array of indexes: [2, 3, 15, 20]. The
collides
parameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description indexes
number | array Either a single tile index, or an array of tile indexes.
collides
boolean <optional>
true If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean <optional>
true Whether or not to recalculate the tile faces after the update.
updateLayer
boolean <optional>
true If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 918)
Returns:
This Tilemap Layer object.
-
setCollisionBetween(start, stop [, collides] [, recalculateFaces])
-
Sets collision on a range of tiles in a layer whose index is between the specified
start
andstop
(inclusive). Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14. Thecollides
parameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description start
number The first index of the tile to be set for collision.
stop
number The last index of the tile to be set for collision.
collides
boolean <optional>
true If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean <optional>
true Whether or not to recalculate the tile faces after the update.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 940)
Returns:
This Tilemap Layer object.
-
setCollisionByExclusion(indexes [, collides] [, recalculateFaces])
-
Sets collision on all tiles in the given layer, except for tiles that have an index specified in the given array. The
collides
parameter controls if collision will be enabled (true) or disabled (false). Tile indexes not currently in the layer are not affected.Parameters:
Name Type Argument Default Description indexes
Array.<number> An array of the tile indexes to not be counted for collision.
collides
boolean <optional>
true If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean <optional>
true Whether or not to recalculate the tile faces after the update.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 988)
Returns:
This Tilemap Layer object.
-
setCollisionByProperty(properties [, collides] [, recalculateFaces])
-
Sets collision on the tiles within a layer by checking tile properties. If a tile has a property that matches the given properties object, its collision flag will be set. The
collides
parameter controls if collision will be enabled (true) or disabled (false). Passing in{ collides: true }
would update the collision flag on any tiles with a "collides" property that has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can also use an array of values, e.g.{ types: ["stone", "lava", "sand" ] }
. If a tile has a "types" property that matches any of those values, its collision flag will be updated.Parameters:
Name Type Argument Default Description properties
object An object with tile properties and corresponding values that should be checked.
collides
boolean <optional>
true If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean <optional>
true Whether or not to recalculate the tile faces after the update.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 963)
Returns:
This Tilemap Layer object.
-
setCollisionFromCollisionGroup( [collides] [, recalculateFaces])
-
Sets collision on the tiles within a layer by checking each tiles collision group data (typically defined in Tiled within the tileset collision editor). If any objects are found within a tiles collision group, the tile's colliding information will be set. The
collides
parameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description collides
boolean <optional>
true If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean <optional>
true Whether or not to recalculate the tile faces after the update.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1009)
Returns:
This Tilemap Layer object.
-
setCullPadding( [paddingX] [, paddingY])
-
When a Camera culls the tiles in this layer it does so using its view into the world, building up a rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px and you set
paddingX
to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)Parameters:
Name Type Argument Default Description paddingX
number <optional>
1 The amount of extra horizontal tiles to add to the cull check padding.
paddingY
number <optional>
1 The amount of extra vertical tiles to add to the cull check padding.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 892)
Returns:
This Tilemap Layer object.
-
setData(key [, data])
-
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via
setDataEnabled
) then it will be enabled before setting the value.If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call
getData
:sprite.getData('gold');
Or you can access the value directly via the
values
property, where it works like any other variable:sprite.data.values.gold += 50;
When the value is first set, a
setdata
event is emitted from this Game Object.If the key already exists, a
changedata
event is emitted instead, along an event named after the key. For example, if you updated an existing key calledPlayerLives
then it would emit the eventchangedata-PlayerLives
. These events will be emitted regardless if you use this method to set the value, or the directvalues
setter.Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys
gold
andGold
are treated as two unique values within the Data Manager.Parameters:
Name Type Argument Description key
string | object The key to set the value for. Or an object of key value pairs. If an object the
data
argument is ignored.data
* <optional>
The value to set for the given key. If an object is provided as the key this argument is ignored.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 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: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 120)
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.
-
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);
-
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.
-
setRenderOrder(renderOrder)
-
Sets the rendering (draw) order of the tiles in this layer.
The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.
The draw orders are:
0 = right-down 1 = left-down 2 = right-up 3 = left-up
Setting the render order does not change the tiles or how they are stored in the layer, it purely impacts the order in which they are rendered.
You can provide either an integer (0 to 3), or the string version of the order.
Parameters:
Name Type Description renderOrder
number | string The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 299)
Returns:
This Tilemap Layer object.
-
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: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 93)
Returns:
This Game Object instance.
-
setSkipCull( [value])
-
You can control if the Cameras should cull tiles before rendering them or not.
By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
However, there are some instances when you may wish to disable this.
Parameters:
Name Type Argument Default Description value
boolean <optional>
true Set to
true
to stop culling tiles. Set tofalse
to enable culling again.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 869)
Returns:
This Tilemap Layer object.
-
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.
-
setTileIndexCallback(indexes, callback, callbackContext)
-
Sets a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.
Parameters:
Name Type Description indexes
number | Array.<number> Either a single tile index, or an array of tile indexes to have a collision callback set for.
callback
function The callback that will be invoked when the tile is collided with.
callbackContext
object The context under which the callback is called.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1030)
Returns:
This Tilemap Layer object.
-
setTileLocationCallback( [tileX] [, tileY] [, width] [, height] [, callback] [, callbackContext])
-
Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.
Parameters:
Name Type Argument Description tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.callback
function <optional>
The callback that will be invoked when the tile is collided with.
callbackContext
object <optional>
The context, or scope, under which the callback is invoked.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1052)
Returns:
This Tilemap Layer object.
-
setVisible(value)
-
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Parameters:
Name Type Description value
boolean The visible state of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Visible.js (Line 63)
Returns:
This Game Object instance.
-
setW( [value])
-
Sets the w position of this Game Object.
Parameters:
Name Type Argument Default Description value
number <optional>
0 The w position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 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.
-
shuffle( [tileX] [, tileY] [, width] [, height])
-
Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.
Parameters:
Name Type Argument Description tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1076)
Returns:
This Tilemap Layer object.
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
swapByIndex(tileA, tileB [, tileX] [, tileY] [, width] [, height])
-
Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
indexA
and swaps then withindexB
. This only modifies the index and does not change collision information.Parameters:
Name Type Argument Description tileA
number First tile index.
tileB
number Second tile index.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1099)
Returns:
This Tilemap Layer object.
-
tileToWorldX(tileX [, camera])
-
Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.
Parameters:
Name Type Argument Description tileX
number The x coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1123)
Returns:
The Tile X coordinate converted to pixels.
- Type
- number
-
tileToWorldXY(tileX, tileY [, point] [, camera])
-
Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Argument Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
point
Phaser.Math.Vector2 <optional>
A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1157)
Returns:
A Vector2 containing the world coordinates of the Tile.
- Type
- Phaser.Math.Vector2
-
tileToWorldY(tileY [, camera])
-
Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.
Parameters:
Name Type Argument Description tileY
number The y coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1140)
Returns:
The Tile Y coordinate converted to pixels.
- Type
- number
-
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()
-
Returns a JSON representation of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 590)
Returns:
A JSON representation of the Game Object.
-
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.
-
weightedRandomize(weightedIndexes [, tileX] [, tileY] [, width] [, height])
-
Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. New indexes are drawn from the given weightedIndexes array. An example weighted array:
[ { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 ]
The probability of any index being choose is (the index's weight) / (sum of all weights). This method only modifies tile indexes and does not change collision information.
Parameters:
Name Type Argument Description weightedIndexes
Array.<object> An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
tileX
number <optional>
The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number <optional>
The top most tile index (in tile coordinates) to use as the origin of the area.
width
number <optional>
How many tiles wide from the
tileX
index the area will be.height
number <optional>
How many tiles tall from the
tileY
index the area will be.- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1177)
Returns:
This Tilemap Layer object.
-
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
-
worldToTileX(worldX [, snapToFloor] [, camera])
-
Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layers position, scale and scroll.
Parameters:
Name Type Argument Description worldX
number The x coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean <optional>
Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1210)
Returns:
The tile X coordinate based on the world value.
- Type
- number
-
worldToTileXY(worldX, worldY [, snapToFloor] [, point] [, camera])
-
Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Argument Description worldX
number The x coordinate to be converted, in pixels, not tiles.
worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean <optional>
Whether or not to round the tile coordinate down to the nearest integer.
point
Phaser.Math.Vector2 <optional>
A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1246)
Returns:
A Vector2 containing the tile coordinates of the world values.
- Type
- Phaser.Math.Vector2
-
worldToTileY(worldY [, snapToFloor] [, camera])
-
Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layers position, scale and scroll.
Parameters:
Name Type Argument Description worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean <optional>
Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to use when calculating the tile index from the world values.
- Since: 3.50.0
- Source: src/tilemaps/TilemapLayer.js (Line 1228)
Returns:
The tile Y coordinate based on the world value.
- Type
- number