DOMElement

Phaser.GameObjects.DOMElement

DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game.

In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:

dom {
  createContainer: true
}

You must also have a parent container for Phaser. This is specified by the parent property in the game config.

When these two things are added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.

If you have not already done so, you have to provide a parent in the Game Configuration, or the DOM Container will fail to be created.

You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:

this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.

You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.

Rather than specify the CSS and HTML directly you can use the load.html File Loader to load it into the cache and then use the createFromCache method instead. You can also use createFromHTML and various other methods available in this class to help construct your elements.

Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.

They also cannot be enabled for input. To do that, you have to use the addListener method to add native event listeners directly. The final limitation is to do with cameras. The DOM Container is sized to match the game canvas entirely and clipped accordingly. DOM Elements respect camera scrolling and scrollFactor settings, but if you change the size of the camera so it no longer matches the size of the canvas, they won't be clipped accordingly.

DOM Game Objects can be added to a Phaser Container, however you should only nest them one level deep. Any further down the chain and they will ignore all root container properties.

Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.

Note that you should only have DOM Elements in a Scene with a single Camera. If you require multiple cameras, use parallel scenes to achieve this.

DOM Elements are a powerful way to align native HTML with your Phaser Game Objects. For example, you can insert a login form for a multiplayer game directly into your title screen. Or a text input box for a highscore table. Or a banner ad from a 3rd party service. Or perhaps you'd like to use them for high resolution text display and UI. The choice is up to you, just remember that you're dealing with standard HTML and CSS floating over the top of your game, and should treat it accordingly.

Constructor

new DOMElement(scene, [x], [y], [element], [style], [innerText])

Parameters

name

type

optional

default

description

scene

Phaser.Scene

No

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

x

number

Yes

0

The horizontal position of this DOM Element in the world.

y

number

Yes

0

The vertical position of this DOM Element in the world.

element

Element | string

Yes

An existing DOM element, or a string. If a string starting with a # it will do a getElementById look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.

style

string | any

Yes

If a string, will be set directly as the elements style property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.

innerText

string

Yes

If given, will be set directly as the elements innerText property value, replacing whatever was there before.


Scope: static

Extends

Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible

Source: src/gameobjects/domelement/DOMElement.js#L16
Since: 3.17.0

Public Members

active

active: boolean

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#L113
Since: 3.0.0


alpha

alpha: number

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.AlphaSingle#alpha

Source: src/gameobjects/components/AlphaSingle.js#L68
Since: 3.0.0


angle

angle: number

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#L211
Since: 3.0.0


blendMode

blendMode: Phaser.BlendModes, string, number

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#L30
Since: 3.0.0


body

body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType

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#L186
Since: 3.0.0


cache

cache: Phaser.Cache.BaseCache

Description:

A reference to the HTML Cache.

Source: src/gameobjects/domelement/DOMElement.js#L133
Since: 3.17.0


cameraFilter

cameraFilter: number

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#L160
Since: 3.0.0


data

data: Phaser.Data.DataManager

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#L136
Since: 3.0.0


depth

depth: number

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#L30
Since: 3.0.0


displayHeight

displayHeight: number

Description:

The computed display height of this Game Object, based on the getBoundingClientRect DOM call.

The property height holds the un-scaled height of this DOM Element.

Source: src/gameobjects/domelement/DOMElement.js#L269
Since: 3.17.0


displayList

displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer

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#L53
Since: 3.50.0


displayOriginX

displayOriginX: number

Description:

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.

Inherits: Phaser.GameObjects.Components.Origin#displayOriginX

Source: src/gameobjects/components/Origin.js#L64
Since: 3.0.0


displayOriginY

displayOriginY: number

Description:

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.

Inherits: Phaser.GameObjects.Components.Origin#displayOriginY

Source: src/gameobjects/components/Origin.js#L88
Since: 3.0.0


displayWidth

displayWidth: number

Description:

The computed display width of this Game Object, based on the getBoundingClientRect DOM call.

The property width holds the un-scaled width of this DOM Element.

Source: src/gameobjects/domelement/DOMElement.js#L257
Since: 3.17.0


hasTransformComponent

hasTransformComponent: boolean

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0


height

height: number

Description:

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

For a DOM Element this property is read-only.

The property displayHeight holds the computed bounds of this DOM Element, factoring in scaling.

Source: src/gameobjects/domelement/DOMElement.js#L243
Since: 3.17.0


ignoreDestroy

ignoreDestroy: boolean

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#L196
Since: 3.5.0


input

input: Phaser.Types.Input.InteractiveObject

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#L175
Since: 3.0.0


name

name: string

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#L102
Since: 3.0.0


node

node: Element

Description:

The actual DOM Element that this Game Object is bound to. For example, if you've created a <div> then this property is a direct reference to that element within the dom.

Source: src/gameobjects/domelement/DOMElement.js#L142
Since: 3.17.0


originX

originX: number

Description:

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. Set this value with setOrigin().

Inherits: Phaser.GameObjects.Components.Origin#originX

Source: src/gameobjects/components/Origin.js#L30
Since: 3.0.0


originY

originY: number

Description:

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. Set this value with setOrigin().

Inherits: Phaser.GameObjects.Components.Origin#originY

Source: src/gameobjects/components/Origin.js#L45
Since: 3.0.0


parent

parent: Element

Description:

A reference to the parent DOM Container that the Game instance created when it started.

Source: src/gameobjects/domelement/DOMElement.js#L124
Since: 3.17.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

The parent Container of this Game Object, if it has one.

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0


perspective

perspective: number

Description:

The perspective CSS property value of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective

Changing this value changes it globally for all DOM Elements, as they all share the same parent container.

Source: src/gameobjects/domelement/DOMElement.js#L383
Since: 3.17.0


pointerEvents

pointerEvents: string

Description:

Sets the CSS pointerEvents attribute on the DOM Element during rendering.

This is 'auto' by default. Changing it may have unintended side-effects with internal Phaser input handling, such as dragging, so only change this if you understand the implications.

Source: src/gameobjects/domelement/DOMElement.js#L216
Since: 3.55.0


renderFlags

renderFlags: number

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#L148
Since: 3.0.0


rotate3d

rotate3d: Phaser.Math.Vector4

Description:

A Vector4 that contains the 3D rotation of this DOM Element around a fixed axis in 3D space.

All values in the Vector4 are treated as degrees, unless the rotate3dAngle property is changed.

For more details see the following MDN page:

https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d

Source: src/gameobjects/domelement/DOMElement.js#L189
Since: 3.17.0


rotate3dAngle

rotate3dAngle: string

Description:

The unit that represents the 3D rotation values. By default this is deg for degrees, but can be changed to any supported unit. See this page for further details:

https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d

Source: src/gameobjects/domelement/DOMElement.js#L204
Since: 3.17.0


rotation

rotation: number

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#L238
Since: 3.0.0


scale

scale: number

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#L113
Since: 3.18.0


scaleX

scaleX: number

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0


scaleY

scaleY: number

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0


scene

scene: Phaser.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#L39
Since: 3.0.0


scrollFactorX

scrollFactorX: number

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#L16
Since: 3.0.0


scrollFactorY

scrollFactorY: number

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#L40
Since: 3.0.0


skewX

skewX: number

Description:

The angle, in radians, by which to skew the DOM Element on the horizontal axis.

https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Source: src/gameobjects/domelement/DOMElement.js#L167
Since: 3.17.0


skewY

skewY: number

Description:

The angle, in radians, by which to skew the DOM Element on the vertical axis.

https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Source: src/gameobjects/domelement/DOMElement.js#L178
Since: 3.17.0


state

state: number, string

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#L77
Since: 3.16.0


tabIndex

tabIndex: number

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#L125
Since: 3.0.0


transformOnly

transformOnly: boolean

Description:

By default a DOM Element will have its transform, display, opacity, zIndex and blend mode properties updated when its rendered. If, for some reason, you don't want any of these changed other than the CSS transform, then set this flag to true. When true only the CSS Transform is applied and it's up to you to keep track of and set the other properties as required.

This can be handy if, for example, you've a nested DOM Element and you don't want the opacity to be picked-up by any of its children.

Source: src/gameobjects/domelement/DOMElement.js#L152
Since: 3.17.0


type

type: string

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#L67
Since: 3.0.0


visible

visible: boolean

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#L31
Since: 3.0.0


w

w: number

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0


width

width: number

Description:

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

For a DOM Element this property is read-only.

The property displayWidth holds the computed bounds of this DOM Element, factoring in scaling.

Source: src/gameobjects/domelement/DOMElement.js#L229
Since: 3.17.0


x

x: number

Description:

The x position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#x

Source: src/gameobjects/components/Transform.js#L70
Since: 3.0.0


y

y: number

Description:

The y position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#y

Source: src/gameobjects/components/Transform.js#L80
Since: 3.0.0


z

z: number

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#L90
Since: 3.0.0


Private Members

_alpha

_alpha: number

Description:

Private internal value. Holds the global alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.AlphaSingle#_alpha

Source: src/gameobjects/components/AlphaSingle.js#L22
Since: 3.0.0


_blendMode

_blendMode: number

Description:

Private internal value. Holds the current blend mode.

Access: private

Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode

Source: src/gameobjects/components/BlendMode.js#L19
Since: 3.0.0


_depth

_depth: number

Description:

Private internal value. Holds the depth of the Game Object.

Access: private

Inherits: Phaser.GameObjects.Components.Depth#_depth

Source: src/gameobjects/components/Depth.js#L19
Since: 3.0.0


_originComponent

_originComponent: boolean

Description:

A property indicating that a Game Object has this component.

Access: private

Inherits: Phaser.GameObjects.Components.Origin#_originComponent

Source: src/gameobjects/components/Origin.js#L19
Since: 3.2.0


_rotation

_rotation: number

Description:

Private internal value. Holds the rotation value in radians.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_rotation

Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0


_scaleX

_scaleX: number

Description:

Private internal value. Holds the horizontal scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleX

Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0


_scaleY

_scaleY: number

Description:

Private internal value. Holds the vertical scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleY

Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0


_visible

_visible: boolean

Description:

Private internal value. Holds the visible value.

Access: private

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0


handler

handler: number

Description:

Internal native event handler.

Access: private

Source: src/gameobjects/domelement/DOMElement.js#L281
Since: 3.17.0


Public 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#L562
Since: 3.50.0


addListener

<instance> addListener(events)

Description:

Adds one or more native DOM event listeners onto the underlying Element of this Game Object. The event is then dispatched via this Game Objects standard event emitter.

For example:

var div = this.add.dom(x, y, element);

div.addListener('click');

div.on('click', handler);

Parameters:

name

type

optional

description

events

string

No

The DOM event/s to listen for. You can specify multiple events by separating them with spaces.

Overrides: Phaser.GameObjects.GameObject#addListener

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L411
Since: 3.17.0


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.DOMElement - 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#L684
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.DOMElement - This Game Object.

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0


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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#clearAlpha

Source: src/gameobjects/components/AlphaSingle.js#L33
Since: 3.0.0


copyPosition

<instance> copyPosition(source)

Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#copyPosition

Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0


createElement

<instance> createElement(tagName, [style], [innerText])

Description:

Creates a native DOM Element, adds it to the parent DOM Container and then binds it to this Game Object, so you can control it. The tagName should be a string and is passed to document.createElement:

this.add.dom().createElement('div');

For more details on acceptable tag names see: https://developer.mozilla.org/en-US/docs/Web/API/Document/createElement

You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText value as well. Here is an example of a DOMString:

this.add.dom().createElement('div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

And using a style object:

var style = {
  'background-color': 'lime';
  'width': '200px';
  'height': '100px';
  'font': '48px Arial';
};

this.add.dom().createElement('div', style, 'Phaser');

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name

type

optional

description

tagName

string

No

A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.

style

string | any

Yes

Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.

innerText

string

Yes

A DOMString that holds the text that will be set as the innerText of the created element.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L486
Since: 3.17.0


createFromCache

<instance> createFromCache(The, [tagName])

Description:

Takes a block of html from the HTML Cache, that has previously been preloaded into the game, and then creates a DOM Element from it. The loaded HTML is set as the innerHTML property of the created element.

Assume the following html is stored in a file called loginform.html:

<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">

Which is loaded into your game using the cache key 'login':

this.load.html('login', 'assets/loginform.html');

You can create a DOM Element from it using the cache key:

this.add.dom().createFromCache('login');

The optional elementType argument controls the container that is created, into which the loaded html is inserted. The default is a plain div object, but any valid tagName can be given.

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name

type

optional

default

description

The

string

No

key of the html cache entry to use for this DOM Element.

tagName

string

Yes

"'div'"

The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L651
Since: 3.17.0


createFromHTML

<instance> createFromHTML(html, [tagName])

Description:

Takes a string of html and then creates a DOM Element from it. The HTML is set as the innerHTML property of the created element.

let form = `
<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
`;

You can create a DOM Element from it using the string:

this.add.dom().createFromHTML(form);

The optional elementType argument controls the type of container that is created, into which the html is inserted. The default is a plain div object, but any valid tagName can be given.

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name

type

optional

default

description

html

string

No

A string of html to be set as the innerHTML property of the created element.

tagName

string

Yes

"'div'"

The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L701
Since: 3.17.0


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#L855
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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js#L494
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#L86
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#L55
Since: 3.0.0


getChildByID

<instance> getChildByID(id)

Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a matching id. It then returns this child if found, or null if not.

Be aware that class and id names are case-sensitive.

Parameters:

name

type

optional

description

id

string

No

The id to search the children for.

Returns: Element - The first matching child DOM Element, or null if not found.

Source: src/gameobjects/domelement/DOMElement.js#L840
Since: 3.17.0


getChildByName

<instance> getChildByName(name)

Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a matching name. It then returns this child if found, or null if not.

Be aware that class and id names are case-sensitive.

Parameters:

name

type

optional

description

name

string

No

The name to search the children for.

Returns: Element - The first matching child DOM Element, or null if not found.

Source: src/gameobjects/domelement/DOMElement.js#L858
Since: 3.17.0


getChildByProperty

<instance> getChildByProperty(property, value)

Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a property matching the given key and value. It then returns this child if found, or null if not.

Parameters:

name

type

optional

description

property

string

No

The property to search the children for.

value

string

No

The value the property must strictly equal.

Returns: Element - The first matching child DOM Element, or null if not found.

Source: src/gameobjects/domelement/DOMElement.js#L809
Since: 3.17.0


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#L416
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#L823
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#L635
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#L542
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#L484
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#L592
Since: 3.18.0


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#L501
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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#incData

Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0


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#L75
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#L64
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.DOMElement - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
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.DOMElement - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
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.DOMElement - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


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.DOMElement - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
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#L577
Since: 3.50.0


removeElement

<instance> removeElement()

Description:

Removes the current DOM Element bound to this Game Object from the DOM entirely and resets the node property of this Game Object to be null.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L761
Since: 3.17.0


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.DOMElement - 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#L760
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.DOMElement - This Game Object.

Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList

Source: src/gameobjects/GameObject.js#L798
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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#removeInteractive

Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0


removeListener

<instance> removeListener(events)

Description:

Removes one or more native DOM event listeners from the underlying Element of this Game Object.

Parameters:

name

type

optional

description

events

string

No

The DOM event/s to stop listening for. You can specify multiple events by separating them with spaces.

Overrides: Phaser.GameObjects.GameObject#removeListener

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L447
Since: 3.17.0


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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setAbove

Source: src/gameobjects/components/Depth.js#L139
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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0


setAlpha

<instance> setAlpha([value])

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.

Parameters:

name

type

optional

default

description

value

number

Yes

1

The alpha value applied across the whole Game Object.

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#setAlpha

Source: src/gameobjects/components/AlphaSingle.js#L48
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setAngle

Source: src/gameobjects/components/Transform.js#L364
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setBelow

Source: src/gameobjects/components/Depth.js#L167
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0


setClassName

<instance> setClassName(className)

Description:

Sets the className property of the DOM Element node and updates the internal sizes.

Parameters:

name

type

optional

description

className

string

No

A string representing the class or space-separated classes of the element.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L876
Since: 3.17.0


setData

<instance> setData(key, [data])

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.

Tags:

  • generic
  • genericUse

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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setData

Source: src/gameobjects/GameObject.js#L295
Since: 3.0.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.GameObjects.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js#L276
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setDepth

Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0


setDisplayOrigin

<instance> setDisplayOrigin([x], [y])

Description:

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

optional

default

description

x

number

Yes

0

The horizontal display origin value.

y

number

Yes

"x"

The vertical display origin value. If not defined it will be set to the value of x.

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin

Source: src/gameobjects/components/Origin.js#L159
Since: 3.0.0


setElement

<instance> setElement(element, [style], [innerText])

Description:

Binds a new DOM Element to this Game Object. If this Game Object already has an Element it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created on the new element.

The element argument you pass to this method can be either a string tagName:

<h1 id="heading">Phaser</h1>

this.add.dom().setElement('heading');

Or a reference to an Element instance:

<h1 id="heading">Phaser</h1>

var h1 = document.getElementById('heading');

this.add.dom().setElement(h1);

You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText value as well. Here is an example of a DOMString:

this.add.dom().setElement(h1, 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

And using a style object:

var style = {
  'background-color': 'lime';
  'width': '200px';
  'height': '100px';
  'font': '48px Arial';
};

this.add.dom().setElement(h1, style, 'Phaser');

Parameters:

name

type

optional

description

element

string | Element

No

If a string it is passed to getElementById(), or it should be a reference to an existing Element.

style

string | any

Yes

Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.

innerText

string

Yes

A DOMString that holds the text that will be set as the innerText of the created element.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L533
Since: 3.17.0


setHTML

<instance> setHTML(html)

Description:

Sets the innerHTML property of the DOM Element node and updates the internal sizes.

Parameters:

name

type

optional

description

html

string

No

A DOMString of html to be set as the innerHTML property of the element.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L922
Since: 3.17.0


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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0


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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0


setOrigin

<instance> setOrigin([x], [y])

Description:

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:

name

type

optional

default

description

x

number

Yes

0.5

The horizontal origin value.

y

number

Yes

"x"

The vertical origin value. If not defined it will be set to the value of x.

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setOrigin

Source: src/gameobjects/components/Origin.js#L112
Since: 3.0.0


setOriginFromFrame

<instance> setOriginFromFrame()

Description:

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

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame

Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0


setPerspective

<instance> setPerspective(value)

Description:

Sets the perspective CSS property of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective

Changing this value changes it globally for all DOM Elements, as they all share the same parent container.

Parameters:

name

type

optional

description

value

number

No

The perspective value, in pixels, that determines the distance between the z plane and the user.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L359
Since: 3.17.0


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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setPosition

Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0


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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition

Source: src/gameobjects/components/Transform.js#L313
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRotation

Source: src/gameobjects/components/Transform.js#L345
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setScale

Source: src/gameobjects/components/Transform.js#L383
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor

Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0


setSkew

<instance> setSkew([x], [y])

Description:

Sets the horizontal and vertical skew values of this DOM Element.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Parameters:

name

type

optional

default

description

x

number

Yes

0

The angle, in radians, by which to skew the DOM Element on the horizontal axis.

y

number

Yes

"x"

The angle, in radians, by which to skew the DOM Element on the vertical axis.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L335
Since: 3.17.0


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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0


setText

<instance> setText(text)

Description:

Sets the innerText property of the DOM Element node and updates the internal sizes.

Note that only certain types of Elements can have innerText set on them.

Parameters:

name

type

optional

description

text

string

No

A DOMString representing the rendered text content of the element.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L898
Since: 3.17.0


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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToBack

Source: src/gameobjects/components/Depth.js#L115
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js#L91
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js#L63
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setW

Source: src/gameobjects/components/Transform.js#L465
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setX

Source: src/gameobjects/components/Transform.js#L405
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setY

Source: src/gameobjects/components/Transform.js#L424
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.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setZ

Source: src/gameobjects/components/Transform.js#L443
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js#L31
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.DOMElement - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js#L387
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#L604
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#L592
Since: 3.0.0


updateDisplayOrigin

<instance> updateDisplayOrigin()

Description:

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.

Returns: Phaser.GameObjects.DOMElement - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin

Source: src/gameobjects/components/Origin.js#L182
Since: 3.0.0


updateSize

<instance> updateSize()

Description:

Internal method that calls getBoundingClientRect on the node and then sets the bounds width and height into the displayWidth and displayHeight properties, and the clientWidth and clientHeight values into the width and height properties respectively.

This is called automatically whenever a new element is created or set.

Returns: Phaser.GameObjects.DOMElement - This DOM Element instance.

Source: src/gameobjects/domelement/DOMElement.js#L782
Since: 3.17.0


willRender

<instance> willRender()

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not.

DOMElements always return true as they need to still set values during the render pass, even if not visible.

Overrides: Phaser.GameObjects.GameObject#willRender

Returns: boolean - true if the Game Object should be rendered, otherwise false.

Source: src/gameobjects/domelement/DOMElement.js#L962
Since: 3.17.0


Private Methods

dispatchNativeEvent

<instance> dispatchNativeEvent(event)

Description:

Internal event proxy to dispatch native DOM Events via this Game Object.

Access: private

Parameters:

name

type

optional

description

event

any

No

The native DOM event.

Source: src/gameobjects/domelement/DOMElement.js#L472
Since: 3.17.0


handleSceneEvent

<instance> handleSceneEvent(sys)

Description:

Handles a Scene Sleep and Wake event.

Access: private

Parameters:

name

type

optional

description

sys

Phaser.Scenes.Systems

No

The Scene Systems.

Source: src/gameobjects/domelement/DOMElement.js#L315
Since: 3.22.0


preDestroy

<instance> preDestroy()

Description:

Handles the pre-destroy step for the DOM Element, which removes the underlying node from the DOM.

Access: private

Source: src/gameobjects/domelement/DOMElement.js#L977
Since: 3.17.0


preRender

<instance> preRender()

Description:

Runs internal update tasks.

Access: private

Source: src/gameobjects/domelement/DOMElement.js#L944
Since: 3.60.0


renderWebGL

<instance> renderWebGL(renderer, src, camera, parentMatrix)

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.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active renderer.

src

Phaser.GameObjects.DOMElement

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/domelement/DOMElementCSSRenderer.js#L15
Since: 3.17.0


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