GameObject
The base class that all Game Objects in Phaser extend.
A Game Object is anything that can be added to a Scene's display list and rendered to screen, such as a Sprite, Image, Text, or Graphics object. Game Objects are the building blocks of every Phaser game — they represent visual entities that live in a Scene, can be positioned, scaled, rotated, and interacted with.
This class provides the core shared functionality used by all Game Objects: lifecycle management (active/destroy), data storage via the Data Manager, input handling, physics body attachment, display list and update list membership, and event emission.
You do not instantiate GameObject directly. Instead, use it as the base class for your own custom Game Object types by extending it through Phaser's Class utility, or simply use one of the many built-in Game Object types provided by Phaser.
Constructor
new GameObject(scene, type)
Parameters
| name | type | optional | description |
|---|---|---|---|
| scene | Phaser.Scene | No | The Scene to which this Game Object belongs. |
| type | string | No | A textual representation of the type of Game Object, i.e. sprite. |
Scope: static
Extends
Phaser.Events.EventEmitter
Phaser.GameObjects.Components.Filters
Phaser.GameObjects.Components.RenderSteps
Source: src/gameobjects/GameObject.js#L15
Since: 3.0.0
Inherited Members
From Phaser.GameObjects.Components.Filters:
- filterCamera
- filters
- filtersAutoFocus
- filtersFocusContext
- filtersForceComposite
- maxFilterSize
- renderFilters
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.
Source: src/gameobjects/GameObject.js#L133
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.
Source: src/gameobjects/GameObject.js#L235
Since: 3.0.0
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:
Source: src/gameobjects/GameObject.js#L180
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.
Source: src/gameobjects/GameObject.js#L156
Since: 3.0.0
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.
Source: src/gameobjects/GameObject.js#L73
Since: 3.50.0
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.
Source: src/gameobjects/GameObject.js#L245
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().
Source: src/gameobjects/GameObject.js#L224
Since: 3.0.0
isDestroyed
isDestroyed: boolean
Description:
Whether this Game Object has been destroyed. Check this property to avoid bugs caused by calling methods on a destroyed Game Object, e.g. in a Tween or Timer.
This is a read-only property that is automatically set to true when the Game Object is destroyed. You should not set this property directly. It is set before preDestroy is called or the DESTROY event is emitted.
Source: src/gameobjects/GameObject.js#L258
Since: 4.0.0
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.
Source: src/gameobjects/GameObject.js#L122
Since: 3.0.0
parentContainer
parentContainer: Phaser.GameObjects.Container
Description:
The parent Container of this Game Object, if it has one.
Source: src/gameobjects/GameObject.js#L113
Since: 3.4.0
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.
Source: src/gameobjects/GameObject.js#L168
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.
Source: src/gameobjects/GameObject.js#L59
Since: 3.0.0
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.
Source: src/gameobjects/GameObject.js#L97
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.
Source: src/gameobjects/GameObject.js#L145
Since: 3.0.0
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.
Source: src/gameobjects/GameObject.js#L87
Since: 3.0.0
vertexRoundMode
vertexRoundMode: string
Description:
The current vertex rounding mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions. It can have several values:
-
off- No rounding is applied. -
safe- Rounding is applied if the object is 'safe'. -
safeAuto- Rounding is applied if the object is 'safe' and the camera hasroundPixelsenabled. -
full- Rounding is always applied. -
fullAuto- Rounding is always applied if the camera hasroundPixelsenabled.
A 'safe' object is one that is not rotated or scaled by any transform matrix while rendering. The effective transform is a simple translation. In such cases, rounding will affect all vertices the same way.
Using full rounding can cause vertices to wobble, because they might not be aligned to the pixel grid. Full rounding gives a janky look like PS1 games.
You can use other values if you want to create your own custom rounding modes.
Source: src/gameobjects/GameObject.js#L195
Since: 4.0.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.GameObjects.Components.Filters:
- enableFilters
- focusFilters
- focusFiltersOnCamera
- focusFiltersOverride
- renderWebGLFilters
- setFiltersAutoFocus
- setFiltersFocusContext
- setFiltersForceComposite
- setFilterSize
- setRenderFilters
- willRenderFilters
From Phaser.GameObjects.Components.RenderSteps:
Public Methods
addedToScene
<instance> addedToScene()
Description:
This callback is invoked when this Game Object is added to a Scene.
Can be overridden 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.
Source: src/gameobjects/GameObject.js#L635
Since: 3.50.0
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 temporarily 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.GameObject - This Game Object.
Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE
Source: src/gameobjects/GameObject.js#L816
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: time and delta.
If you wish to run your own logic within preUpdate then you should always call super.preUpdate(time, delta) within it, or it may fail to process required operations, such as Sprite animations.
Returns: Phaser.GameObjects.GameObject - This Game Object.
Source: src/gameobjects/GameObject.js#L867
Since: 3.53.0
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. |
Overrides: Phaser.Events.EventEmitter#destroy
Fires: Phaser.GameObjects.Events#event:DESTROY
Source: src/gameobjects/GameObject.js#L987
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L567
Since: 3.7.0
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.
Source: src/gameobjects/GameObject.js#L489
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.
Source: src/gameobjects/GameObject.js#L955
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.
Source: src/gameobjects/GameObject.js#L767
Since: 3.4.0
incData
<instance> incData(key, [amount])
Description:
Increase a value for the given key within this Game Object's Data Manager. If the key doesn't already exist in the Data Manager then it is created with a value of 0 before being increased.
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L430
Since: 3.23.0
removedFromScene
<instance> removedFromScene()
Description:
This callback is invoked when this Game Object is removed from a Scene.
Can be overridden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to remove themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Source: src/gameobjects/GameObject.js#L650
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 be 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 temporarily disable it from rendering, consider using the setVisible method, instead.
Returns: Phaser.GameObjects.GameObject - This Game Object.
Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE
Source: src/gameobjects/GameObject.js#L892
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.GameObject - This Game Object.
Source: src/gameobjects/GameObject.js#L930
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L592
Since: 3.7.0
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L289
Since: 3.0.0
setData
<instance> setData(key, [value])
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. |
| value | * | Yes | The value to set for the given key. If an object is provided as the key this argument is ignored. |
Returns: Phaser.GameObjects.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L368
Since: 3.0.0
setDataEnabled
<instance> setDataEnabled()
Description:
Adds a Data Manager component to this Game Object.
Returns: Phaser.GameObjects.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L349
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L529
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L307
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L325
Since: 3.16.0
setVertexRoundMode
<instance> setVertexRoundMode(mode)
Description:
Sets the vertex round mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| mode | string | No | The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'. |
Returns: Phaser.GameObjects.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L750
Since: 4.0.0
toggleData
<instance> toggleData(key)
Description:
Toggle a boolean value for the given key within this Game Object's Data Manager. If the key doesn't already exist in the Data Manager then it is created with a value of false before being toggled to true.
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.GameObject - This GameObject.
Source: src/gameobjects/GameObject.js#L460
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.
Source: src/gameobjects/GameObject.js#L683
Since: 3.0.0
update
<instance> update([args])
Description:
Override this method in your own custom Game Objects to perform per-frame update logic. This method is called by the Scene's Update List on every game frame, if the Game Object is on that list. It is not called automatically — the Game Object must be added to the Update List via addToUpdateList or by having a preUpdate method.
This base implementation is intentionally empty, allowing Game Objects to be used in an Object Pool without requiring any update logic.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| args | * | Yes | Any arguments that are passed to the update method. |
Source: src/gameobjects/GameObject.js#L665
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.
Source: src/gameobjects/GameObject.js#L696
Since: 3.0.0
willRoundVertices
<instance> willRoundVertices(camera, onlyTranslated)
Description:
Checks if this Game Object should round its vertices, based on the given Camera and the vertexRoundMode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.
You can override this method in your own custom Game Object classes to provide custom logic for vertex rounding.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| camera | Phaser.Cameras.Scene2D.Camera | No | The Camera to check against this Game Object. |
| onlyTranslated | boolean | No | If true, the object is only translated, not scaled or rotated. |
Returns: boolean - True if the Game Object should be rounded, otherwise false.
Source: src/gameobjects/GameObject.js#L714
Since: 4.0.0
Constants:
Public Members
RENDER_MASK
RENDER_MASK: number
Description:
The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.