A Blitter Game Object.
The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects. Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture, a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed during rendering.
A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows them their speed.
If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth investigating. They are especially useful for using as a base for your own special effects systems.
Constructor
new Blitter(scene, [x], [y], [texture], [frame])
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
scene | Phaser.Scene | No | The Scene to which this Game Object belongs. It can only belong to one Scene at any given time. | |
x | number | Yes | 0 | The x coordinate of this Game Object in world space. |
y | number | Yes | 0 | The y coordinate of this Game Object in world space. |
texture | string | Yes | "'__DEFAULT'" | The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager. |
frame | string | number | Yes | 0 | The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet. |
Scope: static
Extends: Phaser.GameObjects.GameObject, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible
Source: src/gameobjects/blitter/Blitter.js - Line: 22
Since: 3.0.0
Members:
_alpha: number
_alpha
Access: private
Description:
Private internal value. Holds the global alpha value.
Inherits: Phaser.GameObjects.Components.Alpha#_alpha
Source: src/gameobjects/components/Alpha.js - Line: 22
Since: 3.0.0
_alphaBL: number
_alphaBL
Access: private
Description:
Private internal value. Holds the bottom-left alpha value.
Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL
Source: src/gameobjects/components/Alpha.js - Line: 55
Since: 3.0.0
_alphaBR: number
_alphaBR
Access: private
Description:
Private internal value. Holds the bottom-right alpha value.
Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR
Source: src/gameobjects/components/Alpha.js - Line: 66
Since: 3.0.0
_alphaTL: number
_alphaTL
Access: private
Description:
Private internal value. Holds the top-left alpha value.
Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL
Source: src/gameobjects/components/Alpha.js - Line: 33
Since: 3.0.0
_alphaTR: number
_alphaTR
Access: private
Description:
Private internal value. Holds the top-right alpha value.
Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR
Source: src/gameobjects/components/Alpha.js - Line: 44
Since: 3.0.0
_blendMode: number
_blendMode
Access: private
Description:
Private internal value. Holds the current blend mode.
Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode
Source: src/gameobjects/components/BlendMode.js - Line: 19
Since: 3.0.0
_depth: number
_depth
Access: private
Description:
Private internal value. Holds the depth of the Game Object.
Inherits: Phaser.GameObjects.Components.Depth#_depth
Source: src/gameobjects/components/Depth.js - Line: 19
Since: 3.0.0
_rotation: number
_rotation
Access: private
Description:
Private internal value. Holds the rotation value in radians.
Inherits: Phaser.GameObjects.Components.Transform#_rotation
Source: src/gameobjects/components/Transform.js - Line: 59
Since: 3.0.0
_scaleX: number
_scaleX
Access: private
Description:
Private internal value. Holds the horizontal scale value.
Inherits: Phaser.GameObjects.Components.Transform#_scaleX
Source: src/gameobjects/components/Transform.js - Line: 37
Since: 3.0.0
_scaleY: number
_scaleY
Access: private
Description:
Private internal value. Holds the vertical scale value.
Inherits: Phaser.GameObjects.Components.Transform#_scaleY
Source: src/gameobjects/components/Transform.js - Line: 48
Since: 3.0.0
_sizeComponent: boolean
_sizeComponent
Access: private
Description:
A property indicating that a Game Object has this component.
Inherits: Phaser.GameObjects.Components.Size#_sizeComponent
Source: src/gameobjects/components/Size.js - Line: 16
Since: 3.2.0
_visible: boolean
_visible
Access: private
Description:
Private internal value. Holds the visible value.
Inherits: Phaser.GameObjects.Components.Visible#_visible
Source: src/gameobjects/components/Visible.js - Line: 20
Since: 3.0.0
active: boolean
active
Description:
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.
Inherits: Phaser.GameObjects.GameObject#active
Source: src/gameobjects/GameObject.js - Line: 113
Since: 3.0.0
alpha: number
alpha
Description:
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
Inherits: Phaser.GameObjects.Components.Alpha#alpha
Source: src/gameobjects/components/Alpha.js - Line: 129
Since: 3.0.0
alphaBottomLeft: number
alphaBottomLeft
Tags:
- webglOnly
Description:
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.
Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft
Source: src/gameobjects/components/Alpha.js - Line: 227
Since: 3.0.0
alphaBottomRight: number
alphaBottomRight
Tags:
- webglOnly
Description:
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.
Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight
Source: src/gameobjects/components/Alpha.js - Line: 257
Since: 3.0.0
alphaTopLeft: number
alphaTopLeft
Tags:
- webglOnly
Description:
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.
Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft
Source: src/gameobjects/components/Alpha.js - Line: 167
Since: 3.0.0
alphaTopRight: number
alphaTopRight
Tags:
- webglOnly
Description:
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.
Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight
Source: src/gameobjects/components/Alpha.js - Line: 197
Since: 3.0.0
angle: number
angle
Description:
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.
Inherits: Phaser.GameObjects.Components.Transform#angle
Source: src/gameobjects/components/Transform.js - Line: 211
Since: 3.0.0
blendMode: Phaser.BlendModes, string, number
blendMode
Description:
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:
- NORMAL
- 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.
Inherits: Phaser.GameObjects.Components.BlendMode#blendMode
Source: src/gameobjects/components/BlendMode.js - Line: 30
Since: 3.0.0
body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType
body
Description:
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
Inherits: Phaser.GameObjects.GameObject#body
Source: src/gameobjects/GameObject.js - Line: 186
Since: 3.0.0
cameraFilter: number
cameraFilter
Description:
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:
Inherits: Phaser.GameObjects.GameObject#cameraFilter
Source: src/gameobjects/GameObject.js - Line: 160
Since: 3.0.0
children: Phaser.Structs.List.<Phaser.GameObjects.Bob>
children
Description:
The children of this Blitter. This List contains all of the Bob objects created by the Blitter.
Source: src/gameobjects/blitter/Blitter.js - Line: 92
Since: 3.0.0
data: Phaser.Data.DataManager
data
Description:
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
null
by default. Automatically created if you use getData
or setData
or setDataEnabled
.
Inherits: Phaser.GameObjects.GameObject#data
Source: src/gameobjects/GameObject.js - Line: 136
Since: 3.0.0
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
defaultPipeline
Tags:
- webglOnly
Description:
The initial WebGL pipeline of this Game Object.
If you call resetPipeline
on this Game Object, the pipeline is reset to this default.
Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Source: src/gameobjects/components/Pipeline.js - Line: 19
Since: 3.0.0
depth: number
depth
Description:
The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
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.
Inherits: Phaser.GameObjects.Components.Depth#depth
Source: src/gameobjects/components/Depth.js - Line: 30
Since: 3.0.0
dirty: boolean
dirty
Description:
Is the Blitter considered dirty? A 'dirty' Blitter has had its child count changed since the last frame.
Source: src/gameobjects/blitter/Blitter.js - Line: 114
Since: 3.0.0
displayHeight: number
displayHeight
Description:
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.
Inherits: Phaser.GameObjects.Components.Size#displayHeight
Source: src/gameobjects/components/Size.js - Line: 78
Since: 3.0.0
displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer
displayList
Description:
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.
Inherits: Phaser.GameObjects.GameObject#displayList
Source: src/gameobjects/GameObject.js - Line: 53
Since: 3.50.0
displayWidth: number
displayWidth
Description:
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.
Inherits: Phaser.GameObjects.Components.Size#displayWidth
Source: src/gameobjects/components/Size.js - Line: 53
Since: 3.0.0
frame: Phaser.Textures.Frame
frame
Description:
The Texture Frame this Game Object is using to render with.
Inherits: Phaser.GameObjects.Components.Texture#frame
Source: src/gameobjects/components/Texture.js - Line: 30
Since: 3.0.0
hasPostPipeline: boolean
hasPostPipeline
Tags:
- webglOnly
Description:
Does this Game Object have any Post Pipelines set?
Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 21
Since: 3.60.0
hasTransformComponent: boolean
hasTransformComponent
Description:
A property indicating that a Game Object has this component.
Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent
Source: src/gameobjects/components/Transform.js - Line: 26
Since: 3.60.0
height: number
height
Description:
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayHeight
property.
Inherits: Phaser.GameObjects.Components.Size#height
Source: src/gameobjects/components/Size.js - Line: 40
Since: 3.0.0
ignoreDestroy: boolean
ignoreDestroy
Description:
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.
Inherits: Phaser.GameObjects.GameObject#ignoreDestroy
Source: src/gameobjects/GameObject.js - Line: 196
Since: 3.5.0
input: Phaser.Types.Input.InteractiveObject
input
Description:
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
Inherits: Phaser.GameObjects.GameObject#input
Source: src/gameobjects/GameObject.js - Line: 175
Since: 3.0.0
isCropped: boolean
isCropped
Access: private
Description:
Internal flag. Not to be set by this Game Object.
Inherits: Phaser.GameObjects.Components.Texture#isCropped
Source: src/gameobjects/components/Texture.js - Line: 39
Since: 3.11.0
mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask
mask
Description:
The Mask this Game Object is using during render.
Inherits: Phaser.GameObjects.Components.Mask#mask
Source: src/gameobjects/components/Mask.js - Line: 19
Since: 3.0.0
name: string
name
Description:
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Inherits: Phaser.GameObjects.GameObject#name
Source: src/gameobjects/GameObject.js - Line: 102
Since: 3.0.0
parentContainer: Phaser.GameObjects.Container
parentContainer
Description:
The parent Container of this Game Object, if it has one.
Inherits: Phaser.GameObjects.GameObject#parentContainer
Source: src/gameobjects/GameObject.js - Line: 93
Since: 3.4.0
pipeline: Phaser.Renderer.WebGL.WebGLPipeline
pipeline
Tags:
- webglOnly
Description:
The current WebGL pipeline of this Game Object.
Inherits: Phaser.GameObjects.Components.Pipeline#pipeline
Source: src/gameobjects/components/Pipeline.js - Line: 32
Since: 3.0.0
pipelineData: object
pipelineData
Tags:
- webglOnly
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData
Source: src/gameobjects/components/Pipeline.js - Line: 43
Since: 3.50.0
postFX: Phaser.GameObjects.Components.FX
postFX
Tags:
- webglOnly
Description:
The Post FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.postFX.addBloom();
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
This property is always null
until the initPostPipeline
method is called.
Inherits: Phaser.GameObjects.Components.PostPipeline#postFX
Source: src/gameobjects/components/PostPipeline.js - Line: 88
Since: 3.60.0
postPipelineData: object
postPipelineData
Tags:
- webglOnly
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData
Source: src/gameobjects/components/PostPipeline.js - Line: 46
Since: 3.60.0
postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
postPipelines
Tags:
- webglOnly
Description:
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.
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines
Source: src/gameobjects/components/PostPipeline.js - Line: 31
Since: 3.60.0
preFX: Phaser.GameObjects.Components.FX
preFX
Tags:
- webglOnly
Description:
The Pre FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.preFX.addBloom();
Only the following Game Objects support Pre FX:
- Image
- Sprite
- TileSprite
- Text
- RenderTexture
- Video
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
Inherits: Phaser.GameObjects.Components.PostPipeline#preFX
Source: src/gameobjects/components/PostPipeline.js - Line: 56
Since: 3.60.0
renderFlags: number
renderFlags
Description:
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.
Inherits: Phaser.GameObjects.GameObject#renderFlags
Source: src/gameobjects/GameObject.js - Line: 148
Since: 3.0.0
renderList: Array.<Phaser.GameObjects.Bob>
renderList
Access: private
Description:
A transient array that holds all of the Bobs that will be rendered this frame. The array is re-populated whenever the dirty flag is set.
Source: src/gameobjects/blitter/Blitter.js - Line: 102
Since: 3.0.0
rotation: number
rotation
Description:
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.
Inherits: Phaser.GameObjects.Components.Transform#rotation
Source: src/gameobjects/components/Transform.js - Line: 238
Since: 3.0.0
scale: number
scale
Description:
This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2
.
Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
isn't the case, use the scaleX
or scaleY
properties instead.
Inherits: Phaser.GameObjects.Components.Transform#scale
Source: src/gameobjects/components/Transform.js - Line: 113
Since: 3.18.0
scaleX: number
scaleX
Description:
The horizontal scale of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#scaleX
Source: src/gameobjects/components/Transform.js - Line: 149
Since: 3.0.0
scaleY: number
scaleY
Description:
The vertical scale of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#scaleY
Source: src/gameobjects/components/Transform.js - Line: 180
Since: 3.0.0
scene: Phaser.Scene
scene
Description:
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.
Inherits: Phaser.GameObjects.GameObject#scene
Source: src/gameobjects/GameObject.js - Line: 39
Since: 3.0.0
scrollFactorX: number
scrollFactorX
Description:
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.
Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
Source: src/gameobjects/components/ScrollFactor.js - Line: 16
Since: 3.0.0
scrollFactorY: number
scrollFactorY
Description:
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.
Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
Source: src/gameobjects/components/ScrollFactor.js - Line: 40
Since: 3.0.0
state: number, string
state
Description:
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.
Inherits: Phaser.GameObjects.GameObject#state
Source: src/gameobjects/GameObject.js - Line: 77
Since: 3.16.0
tabIndex: number
tabIndex
Description:
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Inherits: Phaser.GameObjects.GameObject#tabIndex
Source: src/gameobjects/GameObject.js - Line: 125
Since: 3.0.0
texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture
texture
Description:
The Texture this Game Object is using to render with.
Inherits: Phaser.GameObjects.Components.Texture#texture
Source: src/gameobjects/components/Texture.js - Line: 21
Since: 3.0.0
type: string
type
Description:
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
Inherits: Phaser.GameObjects.GameObject#type
Source: src/gameobjects/GameObject.js - Line: 67
Since: 3.0.0
visible: boolean
visible
Description:
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Inherits: Phaser.GameObjects.Components.Visible#visible
Source: src/gameobjects/components/Visible.js - Line: 31
Since: 3.0.0
w: number
w
Description:
The w position of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#w
Source: src/gameobjects/components/Transform.js - Line: 103
Since: 3.0.0
width: number
width
Description:
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayWidth
property.
Inherits: Phaser.GameObjects.Components.Size#width
Source: src/gameobjects/components/Size.js - Line: 27
Since: 3.0.0
x: number
x
Description:
The x position of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#x
Source: src/gameobjects/components/Transform.js - Line: 70
Since: 3.0.0
y: number
y
Description:
The y position of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#y
Source: src/gameobjects/components/Transform.js - Line: 80
Since: 3.0.0
z: number
z
Description:
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.
Inherits: Phaser.GameObjects.Components.Transform#z
Source: src/gameobjects/components/Transform.js - Line: 90
Since: 3.0.0
Methods:
addedToScene
<instance> addedToScene()
Description:
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.
Inherits: Phaser.GameObjects.GameObject#addedToScene
Source: src/gameobjects/GameObject.js - Line: 562
Since: 3.50.0
addListener
<instance> addListener(event, fn, [context])
Description:
Add a listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#addListener
Source: src/events/EventEmitter.js - Line: 111
Since: 3.0.0
addToDisplayList
<instance> addToDisplayList([displayList])
Description:
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
Parameters:
name | type | optional | description |
---|---|---|---|
displayList | Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer | Yes | The Display List to add to. Defaults to the Scene Display List. |
Returns: Phaser.GameObjects.Blitter - This Game Object.
Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE
Inherits: Phaser.GameObjects.GameObject#addToDisplayList
Source: src/gameobjects/GameObject.js - Line: 684
Since: 3.53.0
addToUpdateList
<instance> addToUpdateList()
Description:
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate
method called
every game frame. This method is passed two parameters: delta
and time
.
If you wish to run your own logic within preUpdate
then you should always call
super.preUpdate(delta, time)
within it, or it may fail to process required operations,
such as Sprite animations.
Returns: Phaser.GameObjects.Blitter - This Game Object.
Inherits: Phaser.GameObjects.GameObject#addToUpdateList
Source: src/gameobjects/GameObject.js - Line: 735
Since: 3.53.0
childCanRender
<instance> childCanRender(child)
Description:
Checks if the given child can render or not, by checking its visible
and alpha
values.
Parameters:
name | type | optional | description |
---|---|---|---|
child | Phaser.GameObjects.Bob | No | The Bob to check for rendering. |
Returns: boolean - Returns true
if the given child can render, otherwise false
.
Source: src/gameobjects/blitter/Blitter.js - Line: 233
Since: 3.0.0
clear
<instance> clear()
Description:
Removes all Bobs from the children List and clears the dirty flag.
Source: src/gameobjects/blitter/Blitter.js - Line: 268
Since: 3.0.0
clearAlpha
<instance> clearAlpha()
Description:
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha
Source: src/gameobjects/components/Alpha.js - Line: 77
Since: 3.0.0
clearFX
<instance> clearFX()
Tags:
- webglOnly
Description:
Removes all Pre and Post FX Controllers from this Game Object.
If you wish to remove a single controller, use the preFX.remove(fx)
or postFX.remove(fx)
methods instead.
If you wish to clear a single controller, use the preFX.clear()
or postFX.clear()
methods instead.
Returns: Phaser.GameObjects.Blitter - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX
Source: src/gameobjects/components/PostPipeline.js - Line: 337
Since: 3.60.0
clearMask
<instance> clearMask([destroyMask])
Description:
Clears the mask that this Game Object was using.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
destroyMask | boolean | Yes | false | Destroy the mask before clearing it? |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#clearMask
Source: src/gameobjects/components/Mask.js - Line: 56
Since: 3.6.2
copyPosition
<instance> copyPosition(source)
Description:
Copies an object's coordinates to this Game Object's position.
Parameters:
name | type | optional | description |
---|---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like | No |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#copyPosition
Source: src/gameobjects/components/Transform.js - Line: 293
Since: 3.50.0
create
<instance> create(x, y, [frame], [visible], [index])
Description:
Creates a new Bob in this Blitter.
The Bob is created at the given coordinates, relative to the Blitter and uses the given frame. A Bob can use any frame belonging to the texture bound to the Blitter.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x position of the Bob. Bob coordinate are relative to the position of the Blitter object. | |
y | number | No | The y position of the Bob. Bob coordinate are relative to the position of the Blitter object. | |
frame | string | number | Phaser.Textures.Frame | Yes | |
visible | boolean | Yes | true | Should the created Bob render or not? |
index | number | Yes | The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list. |
Returns: Phaser.GameObjects.Bob - The newly created Bob object.
Source: src/gameobjects/blitter/Blitter.js - Line: 125
Since: 3.0.0
createBitmapMask
<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])
Tags:
- generic
- generic
- genericUse
Description:
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
maskObject | Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture | Yes | The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments. |
x | number | Yes | If creating a Game Object, the horizontal position in the world. |
y | number | Yes | If creating a Game Object, the vertical position in the world. |
texture | string | Phaser.Textures.Texture | Yes | If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. |
frame | string | number | Phaser.Textures.Frame | Yes |
Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask
Source: src/gameobjects/components/Mask.js - Line: 80
Since: 3.6.2
createFromCallback
<instance> createFromCallback(callback, quantity, [frame], [visible])
Description:
Creates multiple Bob objects within this Blitter and then passes each of them to the specified callback.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
callback | CreateCallback | No | The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob. | |
quantity | number | No | The quantity of Bob objects to create. | |
frame | string | number | Phaser.Textures.Frame | Array.<string> | Array.<number> |
visible | boolean | Yes | true | Should the created Bob render or not? |
Returns: Array.<Phaser.GameObjects.Bob> - An array of Bob objects that were created.
Source: src/gameobjects/blitter/Blitter.js - Line: 165
Since: 3.0.0
createGeometryMask
<instance> createGeometryMask([graphics])
Tags:
- generic
- generic
- genericUse
Description:
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
graphics | Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape | Yes | A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. |
Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask
Source: src/gameobjects/components/Mask.js - Line: 120
Since: 3.6.2
createMultiple
<instance> createMultiple(quantity, [frame], [visible])
Description:
Creates multiple Bobs in one call.
The amount created is controlled by a combination of the quantity
argument and the number of frames provided.
If the quantity is set to 10 and you provide 2 frames, then 20 Bobs will be created. 10 with the first frame and 10 with the second.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
quantity | number | No | The quantity of Bob objects to create. | |
frame | string | number | Phaser.Textures.Frame | Array.<string> | Array.<number> |
visible | boolean | Yes | true | Should the created Bob render or not? |
Returns: Array.<Phaser.GameObjects.Bob> - An array of Bob objects that were created.
Source: src/gameobjects/blitter/Blitter.js - Line: 192
Since: 3.0.0
destroy
<instance> destroy([fromScene])
Description:
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
fromScene | boolean | Yes | false | True if this Game Object is being destroyed by the Scene, false if not. |
Fires: Phaser.GameObjects.Events#event:DESTROY
Inherits: Phaser.GameObjects.GameObject#destroy
Source: src/gameobjects/GameObject.js - Line: 855
Since: 3.0.0
disableInteractive
<instance> disableInteractive([resetCursor])
Description:
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.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetCursor | boolean | Yes | false | Should the currently active Input cursor, if any, be reset to the default cursor? |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#disableInteractive
Source: src/gameobjects/GameObject.js - Line: 494
Since: 3.7.0
emit
<instance> emit(event, [args])
Description:
Calls each of the listeners registered for a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
args | * | Yes | Additional arguments that will be passed to the event handler. |
Returns: boolean - true
if the event had listeners, else false
.
Inherits: Phaser.Events.EventEmitter#emit
Source: src/events/EventEmitter.js - Line: 86
Since: 3.0.0
eventNames
<instance> eventNames()
Description:
Return an array listing the events for which the emitter has registered listeners.
Returns: Array.<(string | symbol)> - undefined
Inherits: Phaser.Events.EventEmitter#eventNames
Source: src/events/EventEmitter.js - Line: 55
Since: 3.0.0
getData
<instance> getData(key)
Description:
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values
object. For example, if you had a key called gold
you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | Array.<string> | No | The key of the value to retrieve, or an array of keys. |
Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.
Inherits: Phaser.GameObjects.GameObject#getData
Source: src/gameobjects/GameObject.js - Line: 416
Since: 3.0.0
getDisplayList
<instance> getDisplayList()
Description:
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null
.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null
.
Inherits: Phaser.GameObjects.GameObject#getDisplayList
Source: src/gameobjects/GameObject.js - Line: 823
Since: 3.85.0
getIndexList
<instance> getIndexList()
Description:
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.
Returns: Array.<number> - An array of display list position indexes.
Inherits: Phaser.GameObjects.GameObject#getIndexList
Source: src/gameobjects/GameObject.js - Line: 635
Since: 3.4.0
getLocalPoint
<instance> getLocalPoint(x, y, [point], [camera])
Description:
Takes the given x
and y
coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main
camera from the Scene to which this
Game Object belongs.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x position to translate. |
y | number | No | The y position to translate. |
point | Phaser.Math.Vector2 | Yes | A Vector2, or point-like object, to store the results in. |
camera | Phaser.Cameras.Scene2D.Camera | Yes | The Camera which is being tested against. If not given will use the Scene default camera. |
Returns: Phaser.Math.Vector2 - The translated point.
Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint
Source: src/gameobjects/components/Transform.js - Line: 542
Since: 3.50.0
getLocalTransformMatrix
<instance> getLocalTransformMatrix([tempMatrix])
Description:
Gets the local transform matrix for this Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | The matrix to populate with the values from this Game Object. |
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Source: src/gameobjects/components/Transform.js - Line: 484
Since: 3.4.0
getParentRotation
<instance> getParentRotation()
Description:
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.
Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#getParentRotation
Source: src/gameobjects/components/Transform.js - Line: 592
Since: 3.18.0
getPipelineName
<instance> getPipelineName()
Tags:
- webglOnly
Description:
Gets the name of the WebGL Pipeline this Game Object is currently using.
Returns: string - The string-based name of the pipeline being used by this Game Object, or null.
Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName
Source: src/gameobjects/components/Pipeline.js - Line: 201
Since: 3.0.0
getPostPipeline
<instance> getPostPipeline(pipeline)
Tags:
- webglOnly
Description:
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | No |
Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.
Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 237
Since: 3.60.0
getRenderList
<instance> getRenderList()
Description:
Returns an array of Bobs to be rendered.
If the Blitter is dirty then a new list is generated and stored in renderList
.
Returns: Array.<Phaser.GameObjects.Bob> - An array of Bob objects that will be rendered this frame.
Source: src/gameobjects/blitter/Blitter.js - Line: 248
Since: 3.0.0
getWorldTransformMatrix
<instance> getWorldTransformMatrix([tempMatrix], [parentMatrix])
Description:
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
Parameters:
name | type | optional | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | The matrix to populate with the values from this Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | A temporary matrix to hold parent values during the calculations. |
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Source: src/gameobjects/components/Transform.js - Line: 501
Since: 3.4.0
incData
<instance> incData(key, [amount])
Description:
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 | optional | default | description |
---|---|---|---|---|
key | string | No | The key to change the value for. | |
amount | number | Yes | 1 | The amount to increase the given key by. Pass a negative value to decrease the key. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#incData
Source: src/gameobjects/GameObject.js - Line: 357
Since: 3.23.0
initPipeline
<instance> initPipeline([pipeline])
Tags:
- webglOnly
Description:
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 | optional | description |
---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | Yes | Either the string-based name of the pipeline, or a pipeline instance to set. |
Returns: boolean - true
if the pipeline was set successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline
Source: src/gameobjects/components/Pipeline.js - Line: 53
Since: 3.0.0
initPostPipeline
<instance> initPostPipeline([preFX])
Tags:
- webglOnly
Description:
This should only be called during the instantiation of the Game Object.
It is called by default by all core Game Objects and doesn't need calling again.
After that, use setPostPipeline
.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
preFX | boolean | Yes | false | Does this Game Object support Pre FX? |
Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 113
Since: 3.60.0
listenerCount
<instance> listenerCount(event)
Description:
Return the number of listeners listening to a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
Returns: number - The number of listeners.
Inherits: Phaser.Events.EventEmitter#listenerCount
Source: src/events/EventEmitter.js - Line: 75
Since: 3.0.0
listeners
<instance> listeners(event)
Description:
Return the listeners registered for a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
Returns: Array.<function()> - The registered listeners.
Inherits: Phaser.Events.EventEmitter#listeners
Source: src/events/EventEmitter.js - Line: 64
Since: 3.0.0
off
<instance> off(event, [fn], [context], [once])
Description:
Remove the listeners of a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
fn | function | Yes | Only remove the listeners that match this function. |
context | * | Yes | Only remove the listeners that have this context. |
once | boolean | Yes | Only remove one-time listeners. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#off
Source: src/events/EventEmitter.js - Line: 151
Since: 3.0.0
on
<instance> on(event, fn, [context])
Description:
Add a listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#on
Source: src/events/EventEmitter.js - Line: 98
Since: 3.0.0
once
<instance> once(event, fn, [context])
Description:
Add a one-time listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#once
Source: src/events/EventEmitter.js - Line: 124
Since: 3.0.0
preDestroy
<instance> preDestroy()
Access: protected
Description:
Internal destroy handler, called as part of the destroy process.
Source: src/gameobjects/blitter/Blitter.js - Line: 280
Since: 3.9.0
removeAllListeners
<instance> removeAllListeners([event])
Description:
Remove all listeners, or those of the specified event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | Yes | The event name. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#removeAllListeners
Source: src/events/EventEmitter.js - Line: 165
Since: 3.0.0
removedFromScene
<instance> removedFromScene()
Description:
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.
Inherits: Phaser.GameObjects.GameObject#removedFromScene
Source: src/gameobjects/GameObject.js - Line: 577
Since: 3.50.0
removeFromDisplayList
<instance> removeFromDisplayList()
Description:
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
Returns: Phaser.GameObjects.Blitter - This Game Object.
Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE
Inherits: Phaser.GameObjects.GameObject#removeFromDisplayList
Source: src/gameobjects/GameObject.js - Line: 760
Since: 3.53.0
removeFromUpdateList
<instance> removeFromUpdateList()
Description:
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate
method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.
Returns: Phaser.GameObjects.Blitter - This Game Object.
Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList
Source: src/gameobjects/GameObject.js - Line: 798
Since: 3.53.0
removeInteractive
<instance> removeInteractive([resetCursor])
Description:
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.)
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetCursor | boolean | Yes | false | Should the currently active Input cursor, if any, be reset to the default cursor? |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#removeInteractive
Source: src/gameobjects/GameObject.js - Line: 519
Since: 3.7.0
removeListener
<instance> removeListener(event, [fn], [context], [once])
Description:
Remove the listeners of a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
fn | function | Yes | Only remove the listeners that match this function. |
context | * | Yes | Only remove the listeners that have this context. |
once | boolean | Yes | Only remove one-time listeners. |
Returns: Phaser.GameObjects.Blitter - this
.
Inherits: Phaser.Events.EventEmitter#removeListener
Source: src/events/EventEmitter.js - Line: 137
Since: 3.0.0
removePostPipeline
<instance> removePostPipeline(pipeline)
Tags:
- webglOnly
Description:
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 | optional | description |
---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | No | The string-based name of the pipeline, or a pipeline class. |
Returns: Phaser.GameObjects.Blitter - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 299
Since: 3.60.0
renderCanvas
<instance> renderCanvas(renderer, src, camera, parentMatrix)
Access: private
Description:
Renders this Game Object with the Canvas Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | Phaser.Renderer.Canvas.CanvasRenderer | No | A reference to the current active Canvas renderer. |
src | Phaser.GameObjects.Blitter | No | The Game Object being rendered in this call. |
camera | Phaser.Cameras.Scene2D.Camera | No | The Camera that is rendering the Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix | No | This transform matrix is defined if the game object is nested |
Source: src/gameobjects/blitter/BlitterCanvasRenderer.js - Line: 7
Since: 3.0.0
renderWebGL
<instance> renderWebGL(renderer, src, camera, parentMatrix)
Access: private
Description:
Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | Phaser.Renderer.WebGL.WebGLRenderer | No | A reference to the current active WebGL renderer. |
src | Phaser.GameObjects.Blitter | No | The Game Object being rendered in this call. |
camera | Phaser.Cameras.Scene2D.Camera | No | The Camera that is rendering the Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix | No | This transform matrix is defined if the game object is nested |
Source: src/gameobjects/blitter/BlitterWebGLRenderer.js - Line: 12
Since: 3.0.0
resetPipeline
<instance> resetPipeline([resetData])
Tags:
- webglOnly
Description:
Resets the WebGL Pipeline of this Game Object back to the default it was created with.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the pipelineData object to being an empty object? |
Returns: boolean - true
if the pipeline was reset successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline
Source: src/gameobjects/components/Pipeline.js - Line: 176
Since: 3.0.0
resetPostPipeline
<instance> resetPostPipeline([resetData])
Tags:
- webglOnly
Description:
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 | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the postPipelineData object to being an empty object? |
Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 269
Since: 3.60.0
setAbove
<instance> setAbove(gameObject)
Description:
Move this Game Object so that it appears above the given Game Object.
This means it will render immediately after the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth
value, it simply alters its list position.
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | Phaser.GameObjects.GameObject | No | The Game Object that this Game Object will be moved to be above. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setAbove
Source: src/gameobjects/components/Depth.js - Line: 139
Since: 3.85.0
setActive
<instance> setActive(value)
Description:
Sets the active
property of this Game Object and returns this Game Object for further chaining.
A Game Object with its active
property set to true
will be updated by the Scenes UpdateList.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | True if this Game Object should be set as active, false if not. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setActive
Source: src/gameobjects/GameObject.js - Line: 216
Since: 3.0.0
setAlpha
<instance> setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])
Description:
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 | optional | default | description |
---|---|---|---|---|
topLeft | number | Yes | 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 | Yes | The alpha value used for the top-right of the Game Object. WebGL only. | |
bottomLeft | number | Yes | The alpha value used for the bottom-left of the Game Object. WebGL only. | |
bottomRight | number | Yes | The alpha value used for the bottom-right of the Game Object. WebGL only. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Alpha#setAlpha
Source: src/gameobjects/components/Alpha.js - Line: 92
Since: 3.0.0
setAngle
<instance> setAngle([degrees])
Description:
Sets the angle of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
degrees | number | Yes | 0 | The rotation of this Game Object, in degrees. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setAngle
Source: src/gameobjects/components/Transform.js - Line: 364
Since: 3.0.0
setBelow
<instance> setBelow(gameObject)
Description:
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth
value, it simply alters its list position.
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | Phaser.GameObjects.GameObject | No | The Game Object that this Game Object will be moved to be below. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setBelow
Source: src/gameobjects/components/Depth.js - Line: 167
Since: 3.85.0
setBlendMode
<instance> setBlendMode(value)
Description:
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:
- NORMAL
- 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 | optional | description |
---|---|---|---|
value | string | Phaser.BlendModes | number | No |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode
Source: src/gameobjects/components/BlendMode.js - Line: 80
Since: 3.0.0
setData
<instance> setData(key, [data])
Tags:
- generic
- genericUse
Description:
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled
) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData
:
sprite.getData('gold');
Or you can access the value directly via the values
property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata
event is emitted from this Game Object.
If the key already exists, a changedata
event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives
then it would emit the event changedata-PlayerLives
.
These events will be emitted regardless if you use this method to set the value, or the direct values
setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold
and Gold
are treated as two unique values within the Data Manager.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | object | No | The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored. |
data | * | Yes | The value to set for the given key. If an object is provided as the key this argument is ignored. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setData
Source: src/gameobjects/GameObject.js - Line: 295
Since: 3.0.0
setDataEnabled
<instance> setDataEnabled()
Description:
Adds a Data Manager component to this Game Object.
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setDataEnabled
Source: src/gameobjects/GameObject.js - Line: 276
Since: 3.0.0
setDepth
<instance> setDepth(value)
Description:
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 | optional | description |
---|---|---|---|
value | number | No | The depth of this Game Object. Ensure this value is only ever a number data-type. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setDepth
Source: src/gameobjects/components/Depth.js - Line: 64
Since: 3.0.0
setDisplaySize
<instance> setDisplaySize(width, height)
Description:
Sets the display size of this Game Object.
Calling this will adjust the scale.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setDisplaySize
Source: src/gameobjects/components/Size.js - Line: 166
Since: 3.0.0
setFrame
<instance> setFrame(frame, [updateSize], [updateOrigin])
Description:
Sets the frame this Game Object will use to render with.
If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.
If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.
Calling setFrame
will modify the width
and height
properties of your Game Object.
It will also change the origin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
frame | string | number | Phaser.Textures.Frame | No | |
updateSize | boolean | Yes | true | Should this call adjust the size of the Game Object? |
updateOrigin | boolean | Yes | true | Should this call adjust the origin of the Game Object? |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Texture#setFrame
Source: src/gameobjects/components/Texture.js - Line: 75
Since: 3.0.0
setInteractive
<instance> setInteractive([hitArea], [callback], [dropZone])
Description:
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 | optional | default | description |
---|---|---|---|---|
hitArea | Phaser.Types.Input.InputConfiguration | any | Yes | 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 | Yes | 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 | Yes | false | Should this Game Object be treated as a drop zone target? |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setInteractive
Source: src/gameobjects/GameObject.js - Line: 456
Since: 3.0.0
setMask
<instance> setMask(mask)
Description:
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
Parameters:
name | type | optional | description |
---|---|---|---|
mask | Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask | No | The mask this Game Object will use when rendering. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#setMask
Source: src/gameobjects/components/Mask.js - Line: 28
Since: 3.6.2
setName
<instance> setName(value)
Description:
Sets the name
property of this Game Object and returns this Game Object for further chaining.
The name
property is not populated by Phaser and is presented for your own use.
Parameters:
name | type | optional | description |
---|---|---|---|
value | string | No | The name to be given to this Game Object. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setName
Source: src/gameobjects/GameObject.js - Line: 234
Since: 3.0.0
setPipeline
<instance> setPipeline(pipeline, [pipelineData], [copyData])
Tags:
- webglOnly
Description:
Sets the main WebGL Pipeline of this Game Object.
Also sets the pipelineData
property, if the parameter is given.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | No | Either the string-based name of the pipeline, or a pipeline instance to set. | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the pipelineData property of this Game Object. | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline
Source: src/gameobjects/components/Pipeline.js - Line: 100
Since: 3.0.0
setPipelineData
<instance> setPipelineData(key, [value])
Tags:
- webglOnly
Description:
Adds an entry to the pipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If undefined then key will be deleted from the object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData
Source: src/gameobjects/components/Pipeline.js - Line: 144
Since: 3.50.0
setPosition
<instance> setPosition([x], [y], [z], [w])
Description:
Sets the position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of this Game Object. |
y | number | Yes | "x" | The y position of this Game Object. If not set it will use the x value. |
z | number | Yes | 0 | The z position of this Game Object. |
w | number | Yes | 0 | The w position of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setPosition
Source: src/gameobjects/components/Transform.js - Line: 265
Since: 3.0.0
setPostPipeline
<instance> setPostPipeline(pipelines, [pipelineData], [copyData])
Tags:
- webglOnly
Description:
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 set the postPipelineData
property, if the parameter is given.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipelines | string | Array.<string> | function | Array.<function()> | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline |
pipelineData | object | Yes | Optional pipeline data object that is set in to the postPipelineData property of this Game Object. | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline
Source: src/gameobjects/components/PostPipeline.js - Line: 140
Since: 3.60.0
setPostPipelineData
<instance> setPostPipelineData(key, [value])
Tags:
- webglOnly
Description:
Adds an entry to the postPipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If undefined then key will be deleted from the object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData
Source: src/gameobjects/components/PostPipeline.js - Line: 205
Since: 3.60.0
setRandomPosition
<instance> setRandomPosition([x], [y], [width], [height])
Description:
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 | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of the top-left of the random area. |
y | number | Yes | 0 | The y position of the top-left of the random area. |
width | number | Yes | The width of the random area. | |
height | number | Yes | The height of the random area. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition
Source: src/gameobjects/components/Transform.js - Line: 313
Since: 3.8.0
setRotation
<instance> setRotation([radians])
Description:
Sets the rotation of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
radians | number | Yes | 0 | The rotation of this Game Object, in radians. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRotation
Source: src/gameobjects/components/Transform.js - Line: 345
Since: 3.0.0
setScale
<instance> setScale([x], [y])
Description:
Sets the scale of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 1 | The horizontal scale of this Game Object. |
y | number | Yes | "x" | The vertical scale of this Game Object. If not set it will use the x value. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setScale
Source: src/gameobjects/components/Transform.js - Line: 383
Since: 3.0.0
setScrollFactor
<instance> setScrollFactor(x, [y])
Description:
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 | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal scroll factor of this Game Object. | |
y | number | Yes | "x" | The vertical scroll factor of this Game Object. If not set it will use the x value. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js - Line: 64
Since: 3.0.0
setSize
<instance> setSize(width, height)
Description:
Sets the internal size of this Game Object, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSize
Source: src/gameobjects/components/Size.js - Line: 139
Since: 3.0.0
setSizeToFrame
<instance> setSizeToFrame([frame])
Description:
Sets the size of this Game Object to be that of the given Frame.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
frame | Phaser.Textures.Frame | boolean | Yes | The frame to base the size of this Game Object on. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame
Source: src/gameobjects/components/Size.js - Line: 103
Since: 3.0.0
setState
<instance> setState(value)
Description:
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 | optional | description |
---|---|---|---|
value | number | string | No | The state of the Game Object. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setState
Source: src/gameobjects/GameObject.js - Line: 252
Since: 3.16.0
setTexture
<instance> setTexture(key, [frame], [updateSize], [updateOrigin])
Description:
Sets the texture and frame this Game Object will use to render with.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
Calling this method will modify the width
and height
properties of your Game Object.
It will also change the origin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Textures.Texture | No | The key of the texture to be used, as stored in the Texture Manager, or a Texture instance. | |
frame | string | number | Yes | The name or index of the frame within the Texture. | |
updateSize | boolean | Yes | true | Should this call adjust the size of the Game Object? |
updateOrigin | boolean | Yes | true | Should this call change the origin of the Game Object? |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Texture#setTexture
Source: src/gameobjects/components/Texture.js - Line: 49
Since: 3.0.0
setToBack
<instance> setToBack()
Description:
Sets this Game Object to the back of the display list, or the back of its parent container.
Being at the back means it will render below everything else.
This method does not change this Game Objects depth
value, it simply alters its list position.
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToBack
Source: src/gameobjects/components/Depth.js - Line: 115
Since: 3.85.0
setToTop
<instance> setToTop()
Description:
Sets this Game Object to be at the top of the display list, or the top of its parent container.
Being at the top means it will render on-top of everything else.
This method does not change this Game Objects depth
value, it simply alters its list position.
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToTop
Source: src/gameobjects/components/Depth.js - Line: 91
Since: 3.85.0
setVisible
<instance> setVisible(value)
Description:
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | The visible state of the Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Visible#setVisible
Source: src/gameobjects/components/Visible.js - Line: 63
Since: 3.0.0
setW
<instance> setW([value])
Description:
Sets the w position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The w position of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setW
Source: src/gameobjects/components/Transform.js - Line: 465
Since: 3.0.0
setX
<instance> setX([value])
Description:
Sets the x position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The x position of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setX
Source: src/gameobjects/components/Transform.js - Line: 405
Since: 3.0.0
setY
<instance> setY([value])
Description:
Sets the y position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The y position of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setY
Source: src/gameobjects/components/Transform.js - Line: 424
Since: 3.0.0
setZ
<instance> setZ([value])
Description:
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 | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The z position of this Game Object. |
Returns: Phaser.GameObjects.Blitter - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setZ
Source: src/gameobjects/components/Transform.js - Line: 443
Since: 3.0.0
shutdown
<instance> shutdown()
Description:
Removes all listeners.
Inherits: Phaser.Events.EventEmitter#shutdown
Source: src/events/EventEmitter.js - Line: 31
Since: 3.0.0
toggleData
<instance> toggleData(key)
Description:
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 | optional | description |
---|---|---|---|
key | string | No | The key to toggle the value for. |
Returns: Phaser.GameObjects.Blitter - This GameObject.
Inherits: Phaser.GameObjects.GameObject#toggleData
Source: src/gameobjects/GameObject.js - Line: 387
Since: 3.23.0
toJSON
<instance> toJSON()
Description:
Returns a JSON representation of the Game Object.
Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.
Inherits: Phaser.GameObjects.GameObject#toJSON
Source: src/gameobjects/GameObject.js - Line: 604
Since: 3.0.0
update
<instance> update([args])
Description:
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
Parameters:
name | type | optional | description |
---|---|---|---|
args | * | Yes | args |
Inherits: Phaser.GameObjects.GameObject#update
Source: src/gameobjects/GameObject.js - Line: 592
Since: 3.0.0
willRender
<instance> willRender(camera)
Description:
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 | optional | description |
---|---|---|---|
camera | Phaser.Cameras.Scene2D.Camera | No | The Camera to check against this Game Object. |
Returns: boolean - True if the Game Object should be rendered, otherwise false.
Inherits: Phaser.GameObjects.GameObject#willRender
Source: src/gameobjects/GameObject.js - Line: 617
Since: 3.0.0