A Graphics object is a way to draw primitive shapes to your game. Primitives include forms of geometry, such as Rectangles, Circles, and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will be empty.
To draw to it you must first specify a line style or fill style (or both), draw shapes using paths, and finally fill or stroke them. For example:
graphics.lineStyle(5, 0xFF00FF, 1.0);
graphics.beginPath();
graphics.moveTo(100, 100);
graphics.lineTo(200, 200);
graphics.closePath();
graphics.strokePath();
There are also many helpful methods that draw and fill/stroke common shapes for you.
graphics.lineStyle(5, 0xFF00FF, 1.0);
graphics.fillStyle(0xFFFFFF, 1.0);
graphics.fillRect(50, 50, 400, 200);
graphics.strokeRect(50, 50, 400, 200);
When a Graphics object is rendered it will render differently based on if the game is running under Canvas or WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.
If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help performance by calling Phaser.GameObjects.Graphics#generateTexture. This will 'bake' the Graphics object into a Texture, and return it. You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then you should avoid doing this, as it will constantly generate new textures, which will consume memory.
As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful in their complexity and quantity of them in your game.
Constructor
new Graphics(scene, [options])
Parameters
name | type | optional | description |
---|---|---|---|
scene | No | The Scene to which this Graphics object belongs. | |
options | Yes | Options that set the position and default style of this Graphics object. |
Scope: static
Extends
Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Pipeline
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Phaser.GameObjects.Components.ScrollFactor
Source: src/gameobjects/graphics/Graphics.js#L18
Since: 3.0.0
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
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
commandBuffer
commandBuffer: array
Description:
The array of commands used to render the Graphics.
Source: src/gameobjects/graphics/Graphics.js#L128
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
defaultFillAlpha
defaultFillAlpha: number
Description:
The default fill alpha for shapes rendered by this Graphics object.
Set this value with setDefaultStyles()
.
Source: src/gameobjects/graphics/Graphics.js#L150
Since: 3.0.0
defaultFillColor
defaultFillColor: number
Description:
The default fill color for shapes rendered by this Graphics object.
Set this value with setDefaultStyles()
.
Source: src/gameobjects/graphics/Graphics.js#L138
Since: 3.0.0
defaultPipeline
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
Description:
The initial WebGL pipeline of this Game Object.
If you call resetPipeline
on this Game Object, the pipeline is reset to this default.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Source: src/gameobjects/components/Pipeline.js#L19
Since: 3.0.0
defaultStrokeAlpha
defaultStrokeAlpha: number
Description:
The default stroke alpha for shapes rendered by this Graphics object.
Set this value with setDefaultStyles()
.
Source: src/gameobjects/graphics/Graphics.js#L186
Since: 3.0.0
defaultStrokeColor
defaultStrokeColor: number
Description:
The default stroke color for shapes rendered by this Graphics object.
Set this value with setDefaultStyles()
.
Source: src/gameobjects/graphics/Graphics.js#L174
Since: 3.0.0
defaultStrokeWidth
defaultStrokeWidth: number
Description:
The default stroke width for shapes rendered by this Graphics object.
Set this value with setDefaultStyles()
.
Source: src/gameobjects/graphics/Graphics.js#L162
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
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 the Graphics.
Source: src/gameobjects/graphics/Graphics.js#L108
Since: 3.0.0
displayOriginY
displayOriginY: number
Description:
The vertical display origin of the Graphics.
Source: src/gameobjects/graphics/Graphics.js#L118
Since: 3.0.0
hasPostPipeline
hasPostPipeline: boolean
Description:
Does this Game Object have any Post Pipelines set?
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0
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
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
mask
mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask
Description:
The Mask this Game Object is using during render.
Inherits: Phaser.GameObjects.Components.Mask#mask
Source: src/gameobjects/components/Mask.js#L19
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
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
pipeline
pipeline: Phaser.Renderer.WebGL.WebGLPipeline
Description:
The current WebGL pipeline of this Game Object.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.Pipeline#pipeline
Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0
pipelineData
pipelineData: object
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData
Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0
postFX
postFX: Phaser.GameObjects.Components.FX
Description:
The Post FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.postFX.addBloom();
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
This property is always null
until the initPostPipeline
method is called.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.PostPipeline#postFX
Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0
postPipelineData
postPipelineData: object
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData
Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0
postPipelines
postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
Description:
The WebGL Post FX Pipelines this Game Object uses for post-render effects.
The pipelines are processed in the order in which they appear in this array.
If you modify this array directly, be sure to set the
hasPostPipeline
property accordingly.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines
Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0
preFX
preFX: Phaser.GameObjects.Components.FX
Description:
The Pre FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.preFX.addBloom();
Only the following Game Objects support Pre FX:
- Image
- Sprite
- TileSprite
- Text
- RenderTexture
- Video
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
Tags:
- webglOnly
Inherits: Phaser.GameObjects.Components.PostPipeline#preFX
Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0
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
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
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
TargetCamera
TargetCamera: Phaser.Cameras.Scene2D.Camera
Description:
A Camera used specifically by the Graphics system for rendering to textures.
Source: src/gameobjects/graphics/Graphics.js#L1565
Since: 3.1.0
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
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
_lineWidth
_lineWidth: number
Description:
Internal property that keeps track of the line width style setting.
Access: private
Source: src/gameobjects/graphics/Graphics.js#L198
Since: 3.0.0
_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
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(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.Graphics - this
.
Inherits: Phaser.Events.EventEmitter#addListener
Source: src/events/EventEmitter.js#L111
Since: 3.0.0
addToDisplayList
<instance> addToDisplayList([displayList])
Description:
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
Parameters:
name | type | optional | description |
---|---|---|---|
displayList | Yes | The Display List to add to. Defaults to the Scene Display List. |
Returns: Phaser.GameObjects.Graphics - 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.Graphics - This Game Object.
Inherits: Phaser.GameObjects.GameObject#addToUpdateList
Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0
arc
<instance> arc(x, y, radius, startAngle, endAngle, [anticlockwise], [overshoot])
Description:
Draw an arc.
This method can be used to create circles, or parts of circles.
Make sure you call beginPath
before starting the arc unless you wish for the arc to automatically
close when filled or stroked.
Use the optional overshoot
argument increase the number of iterations that take place when
the arc is rendered in WebGL. This is useful if you're drawing an arc with an especially thick line,
as it will allow the arc to fully join-up. Try small values at first, i.e. 0.01.
Call Phaser.GameObjects.Graphics#fillPath or Phaser.GameObjects.Graphics#strokePath after calling this method to draw the arc.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the center of the circle. | |
y | number | No | The y coordinate of the center of the circle. | |
radius | number | No | The radius of the circle. | |
startAngle | number | No | The starting angle, in radians. | |
endAngle | number | No | The ending angle, in radians. | |
anticlockwise | boolean | Yes | false | Whether the drawing should be anticlockwise or clockwise. |
overshoot | number | Yes | 0 | This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1242
Since: 3.0.0
beginPath
<instance> beginPath()
Description:
Start a new shape path.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L379
Since: 3.0.0
clear
<instance> clear()
Description:
Clear the command buffer and reset the fill style and line style to their defaults.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1442
Since: 3.0.0
clearAlpha
<instance> clearAlpha()
Description:
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.AlphaSingle#clearAlpha
Source: src/gameobjects/components/AlphaSingle.js#L33
Since: 3.0.0
clearFX
<instance> clearFX()
Description:
Removes all Pre and Post FX Controllers from this Game Object.
If you wish to remove a single controller, use the preFX.remove(fx)
or postFX.remove(fx)
methods instead.
If you wish to clear a single controller, use the preFX.clear()
or postFX.clear()
methods instead.
Tags:
- webglOnly
Returns: Phaser.GameObjects.Graphics - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX
Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0
clearMask
<instance> clearMask([destroyMask])
Description:
Clears the mask that this Game Object was using.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
destroyMask | boolean | Yes | false | Destroy the mask before clearing it? |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#clearMask
Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2
closePath
<instance> closePath()
Description:
Close the current path.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L396
Since: 3.0.0
copyPosition
<instance> copyPosition(source)
Description:
Copies an object's coordinates to this Game Object's position.
Parameters:
name | type | optional | description |
---|---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | No |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#copyPosition
Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0
createBitmapMask
<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])
Description:
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.
Tags:
- generic
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
maskObject | Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture | Yes | The Game Object or Dynamic Texture that will be used as the mask. If |
x | number | Yes | If creating a Game Object, the horizontal position in the world. |
y | number | Yes | If creating a Game Object, the vertical position in the world. |
texture | string | Phaser.Textures.Texture | Yes | If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. |
frame | string | number | Yes |
Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask
Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2
createGeometryMask
<instance> createGeometryMask([graphics])
Description:
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
Tags:
- generic
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
graphics | Yes | A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. |
Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask
Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2
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 |
|
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.Graphics - 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
fill
<instance> fill()
Description:
Fill the current path.
This is an alias for Graphics.fillPath
and does the same thing.
It was added to match the CanvasRenderingContext 2D API.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L430
Since: 3.16.0
fillCircle
<instance> fillCircle(x, y, radius)
Description:
Fill a circle with the given position and radius.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate of the center of the circle. |
y | number | No | The y coordinate of the center of the circle. |
radius | number | No | The radius of the circle. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L517
Since: 3.0.0
fillCircleShape
<instance> fillCircleShape(circle)
Description:
Fill the given circle.
Parameters:
name | type | optional | description |
---|---|---|---|
circle | No | The circle to fill. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L487
Since: 3.0.0
fillEllipse
<instance> fillEllipse(x, y, width, height, [smoothness])
Description:
Fill an ellipse with the given position and size.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the center of the ellipse. | |
y | number | No | The y coordinate of the center of the ellipse. | |
width | number | No | The width of the ellipse. | |
height | number | No | The height of the ellipse. | |
smoothness | number | Yes | 32 | The number of points to draw the ellipse with. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1217
Since: 3.0.0
fillEllipseShape
<instance> fillEllipseShape(ellipse, [smoothness])
Description:
Fill the given ellipse.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
ellipse | No | The ellipse to fill. | ||
smoothness | number | Yes | 32 | The number of points to draw the ellipse with. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1197
Since: 3.0.0
fillGradientStyle
<instance> fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight, [alphaTopLeft], [alphaTopRight], [alphaBottomLeft], [alphaBottomRight])
Description:
Sets a gradient fill style. This is a WebGL only feature.
The gradient color values represent the 4 corners of an untransformed rectangle.
The gradient is used to color all filled shapes and paths drawn after calling this method.
If you wish to turn a gradient off, call fillStyle
and provide a new single fill color.
When filling a triangle only the first 3 color values provided are used for the 3 points of a triangle.
This feature is best used only on rectangles and triangles. All other shapes will give strange results.
Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient fill a shape or path as a single entity at this time.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
topLeft | number | No | The top left fill color. | |
topRight | number | No | The top right fill color. | |
bottomLeft | number | No | The bottom left fill color. | |
bottomRight | number | No | The bottom right fill color. Not used when filling triangles. | |
alphaTopLeft | number | Yes | 1 | The top left alpha value. If you give only this value, it's used for all corners. |
alphaTopRight | number | Yes | 1 | The top right alpha value. |
alphaBottomLeft | number | Yes | 1 | The bottom left alpha value. |
alphaBottomRight | number | Yes | 1 | The bottom right alpha value. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L295
Since: 3.12.0
fillPath
<instance> fillPath()
Description:
Fill the current path.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L413
Since: 3.0.0
fillPoint
<instance> fillPoint(x, y, [size])
Description:
Fill a point at the given position.
Draws a square at the given position, 1 pixel in size by default.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the point. | |
y | number | No | The y coordinate of the point. | |
size | number | Yes | 1 | The size of the square to draw. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L862
Since: 3.0.0
fillPoints
<instance> fillPoints(points, [closeShape], [closePath], [endIndex])
Description:
Fill the shape represented by the given array of points.
Pass closeShape
to automatically close the shape by joining the last to the first point.
Pass closePath
to automatically close the path before it is filled.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
points | array | Array.<Phaser.Geom.Point> | No | The points to fill. | |
closeShape | boolean | Yes | false | When |
closePath | boolean | Yes | false | When |
endIndex | number | Yes | The index of |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1105
Since: 3.0.0
fillPointShape
<instance> fillPointShape(point, [size])
Description:
Fill the given point.
Draws a square at the given position, 1 pixel in size by default.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
point | object | No | ||
size | number | Yes | 1 | The size of the square to draw. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L844
Since: 3.0.0
fillRect
<instance> fillRect(x, y, width, height)
Description:
Fill a rectangle with the given position and size.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate of the top-left of the rectangle. |
y | number | No | The y coordinate of the top-left of the rectangle. |
width | number | No | The width of the rectangle. |
height | number | No | The height of the rectangle. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L589
Since: 3.0.0
fillRectShape
<instance> fillRectShape(rect)
Description:
Fill the given rectangle.
Parameters:
name | type | optional | description |
---|---|---|---|
rect | No | The rectangle to fill. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L559
Since: 3.0.0
fillRoundedRect
<instance> fillRoundedRect(x, y, width, height, [radius])
Description:
Fill a rounded rectangle with the given position, size and radius.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the top-left of the rectangle. | |
y | number | No | The y coordinate of the top-left of the rectangle. | |
width | number | No | The width of the rectangle. | |
height | number | No | The height of the rectangle. | |
radius | Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number | Yes | 20 | The corner radius; It can also be an object to specify different radius for corners. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L654
Since: 3.11.0
fillStyle
<instance> fillStyle(color, [alpha])
Description:
Set the current fill style. Used for all 'fill' related functions.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
color | number | No | The fill color. | |
alpha | number | Yes | 1 | The fill alpha. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L272
Since: 3.0.0
fillTriangle
<instance> fillTriangle(x0, y0, x1, y1, x2, y2)
Description:
Fill a triangle with the given points.
Parameters:
name | type | optional | description |
---|---|---|---|
x0 | number | No | The x coordinate of the first point. |
y0 | number | No | The y coordinate of the first point. |
x1 | number | No | The x coordinate of the second point. |
y1 | number | No | The y coordinate of the second point. |
x2 | number | No | The x coordinate of the third point. |
y2 | number | No | The y coordinate of the third point. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L926
Since: 3.0.0
fillTriangleShape
<instance> fillTriangleShape(triangle)
Description:
Fill the given triangle.
Parameters:
name | type | optional | description |
---|---|---|---|
triangle | No | The triangle to fill. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L896
Since: 3.0.0
generateTexture
<instance> generateTexture(key, [width], [height])
Description:
Generate a texture from this Graphics object.
If key
is a string it'll generate a new texture using it and add it into the
Texture Manager (assuming no key conflict happens).
If key
is a Canvas it will draw the texture to that canvas context. Note that it will NOT
automatically upload it to the GPU in WebGL mode.
Please understand that the texture is created via the Canvas API of the browser, therefore some
Graphics features, such as fillGradientStyle
, will not appear on the resulting texture,
as they're unsupported by the Canvas API.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | HTMLCanvasElement | No | The key to store the texture with in the Texture Manager, or a Canvas to draw to. |
width | number | Yes | The width of the graphics to generate. |
height | number | Yes | The height of the graphics to generate. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1467
Since: 3.0.0
getData
<instance> getData(key)
Description:
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values
object. For example, if you had a key called gold
you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | Array.<string> | No | The key of the value to retrieve, or an array of keys. |
Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.
Inherits: Phaser.GameObjects.GameObject#getData
Source: src/gameobjects/GameObject.js#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 | Yes | A Vector2, or point-like object, to store the results in. | |
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 | 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
getPipelineName
<instance> getPipelineName()
Description:
Gets the name of the WebGL Pipeline this Game Object is currently using.
Tags:
- webglOnly
Returns: string - The string-based name of the pipeline being used by this Game Object, or null.
Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName
Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0
getPostPipeline
<instance> getPostPipeline(pipeline)
Description:
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | function | No |
Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.
Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0
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 | Yes | The matrix to populate with the values from this Game Object. | |
parentMatrix | 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.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#incData
Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0
initPipeline
<instance> initPipeline([pipeline])
Description:
Sets the initial WebGL Pipeline of this Game Object.
This should only be called during the instantiation of the Game Object. After that, use setPipeline
.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | Yes | Either the string-based name of the pipeline, or a pipeline instance to set. |
Returns: boolean - true
if the pipeline was set successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline
Source: src/gameobjects/components/Pipeline.js#L53
Since: 3.0.0
initPostPipeline
<instance> initPostPipeline([preFX])
Description:
This should only be called during the instantiation of the Game Object.
It is called by default by all core Game Objects and doesn't need calling again.
After that, use setPostPipeline
.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
preFX | boolean | Yes | false | Does this Game Object support Pre FX? |
Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0
lineBetween
<instance> lineBetween(x1, y1, x2, y2)
Description:
Draw a line between the given points.
Parameters:
name | type | optional | description |
---|---|---|---|
x1 | number | No | The x coordinate of the start point of the line. |
y1 | number | No | The y coordinate of the start point of the line. |
x2 | number | No | The x coordinate of the end point of the line. |
y2 | number | No | The y coordinate of the end point of the line. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L991
Since: 3.0.0
lineGradientStyle
<instance> lineGradientStyle(lineWidth, topLeft, topRight, bottomLeft, bottomRight, [alpha])
Description:
Sets a gradient line style. This is a WebGL only feature.
The gradient color values represent the 4 corners of an untransformed rectangle.
The gradient is used to color all stroked shapes and paths drawn after calling this method.
If you wish to turn a gradient off, call lineStyle
and provide a new single line color.
This feature is best used only on single lines. All other shapes will give strange results.
Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient stroke a shape or path as a single entity at this time.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
lineWidth | number | No | The stroke width. | |
topLeft | number | No | The tint being applied to the top-left of the Game Object. | |
topRight | number | No | The tint being applied to the top-right of the Game Object. | |
bottomLeft | number | No | The tint being applied to the bottom-left of the Game Object. | |
bottomRight | number | No | The tint being applied to the bottom-right of the Game Object. | |
alpha | number | Yes | 1 | The fill alpha. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L341
Since: 3.12.0
lineStyle
<instance> lineStyle(lineWidth, color, [alpha])
Description:
Set the current line style. Used for all 'stroke' related functions.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
lineWidth | number | No | The stroke width. | |
color | number | No | The stroke color. | |
alpha | number | Yes | 1 | The stroke alpha. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L246
Since: 3.0.0
lineTo
<instance> lineTo(x, y)
Description:
Draw a line from the current drawing position to the given position.
Moves the current drawing position to the given position.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate to draw the line to. |
y | number | No | The y coordinate to draw the line to. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1014
Since: 3.0.0
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
moveTo
<instance> moveTo(x, y)
Description:
Move the current drawing position to the given position.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate to move to. |
y | number | No | The y coordinate to move to. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1037
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.Graphics - 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.Graphics - 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.Graphics - this
.
Inherits: Phaser.Events.EventEmitter#once
Source: src/events/EventEmitter.js#L124
Since: 3.0.0
preDestroy
<instance> preDestroy()
Description:
Internal destroy handler, called as part of the destroy process.
Access: protected
Source: src/gameobjects/graphics/Graphics.js#L1551
Since: 3.9.0
removeAllListeners
<instance> removeAllListeners([event])
Description:
Remove all listeners, or those of the specified event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | Yes | The event name. |
Returns: Phaser.GameObjects.Graphics - 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
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.Graphics - 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.Graphics - 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.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#removeInteractive
Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0
removeListener
<instance> removeListener(event, [fn], [context], [once])
Description:
Remove the listeners of a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
fn | function | Yes | Only remove the listeners that match this function. |
context | * | Yes | Only remove the listeners that have this context. |
once | boolean | Yes | Only remove one-time listeners. |
Returns: Phaser.GameObjects.Graphics - this
.
Inherits: Phaser.Events.EventEmitter#removeListener
Source: src/events/EventEmitter.js#L137
Since: 3.0.0
removePostPipeline
<instance> removePostPipeline(pipeline)
Description:
Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.
If you wish to remove all Post Pipelines use the resetPostPipeline
method instead.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | No | The string-based name of the pipeline, or a pipeline class. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline
Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0
resetPipeline
<instance> resetPipeline([resetData])
Description:
Resets the WebGL Pipeline of this Game Object back to the default it was created with.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the |
Returns: boolean - true
if the pipeline was reset successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline
Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0
resetPostPipeline
<instance> resetPostPipeline([resetData])
Description:
Resets the WebGL Post Pipelines of this Game Object. It does this by calling
the destroy
method on each post pipeline and then clearing the local array.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the |
Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0
restore
<instance> restore()
Description:
Restores the most recently saved state of the Graphics by popping from the state stack.
Use Phaser.GameObjects.Graphics#save to save the current state, and call this afterwards to restore that state.
If there is no saved state, this command does nothing.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1341
Since: 3.0.0
rotateCanvas
<instance> rotateCanvas(radians)
Description:
Inserts a rotation command into this Graphics objects command buffer.
All objects drawn after calling this method will be rotated by the given amount.
This does not change the rotation of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
name | type | optional | description |
---|---|---|---|
radians | number | No | The rotation angle, in radians. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1416
Since: 3.0.0
save
<instance> save()
Description:
Saves the state of the Graphics by pushing the current state onto a stack.
The most recently saved state can then be restored with Phaser.GameObjects.Graphics#restore.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1322
Since: 3.0.0
scaleCanvas
<instance> scaleCanvas(x, y)
Description:
Inserts a scale command into this Graphics objects command buffer.
All objects drawn after calling this method will be scaled by the given amount.
This does not change the scale of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The horizontal scale to apply. |
y | number | No | The vertical scale to apply. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1389
Since: 3.0.0
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 | No | The Game Object that this Game Object will be moved to be above. |
Returns: Phaser.GameObjects.Graphics - 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.Graphics - 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.Graphics - 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.Graphics - 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 | No | The Game Object that this Game Object will be moved to be below. |
Returns: Phaser.GameObjects.Graphics - 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.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode
Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0
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 | * | Yes | The value to set for the given key. If an object is provided as the key this argument is ignored. |
Returns: Phaser.GameObjects.Graphics - 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.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setDataEnabled
Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0
setDefaultStyles
<instance> setDefaultStyles(options)
Description:
Set the default style settings for this Graphics object.
Parameters:
name | type | optional | description |
---|---|---|---|
options | No | The styles to set as defaults. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L214
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.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setDepth
Source: src/gameobjects/components/Depth.js#L64
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 | 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 | 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.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setInteractive
Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0
setMask
<instance> setMask(mask)
Description:
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
Parameters:
name | type | optional | description |
---|---|---|---|
mask | Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask | No | The mask this Game Object will use when rendering. |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#setMask
Source: src/gameobjects/components/Mask.js#L28
Since: 3.6.2
setName
<instance> setName(value)
Description:
Sets the name
property of this Game Object and returns this Game Object for further chaining.
The name
property is not populated by Phaser and is presented for your own use.
Parameters:
name | type | optional | description |
---|---|---|---|
value | string | No | The name to be given to this Game Object. |
Returns: Phaser.GameObjects.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setName
Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0
setPipeline
<instance> setPipeline(pipeline, [pipelineData], [copyData])
Description:
Sets the main WebGL Pipeline of this Game Object.
Also sets the pipelineData
property, if the parameter is given.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | No | Either the string-based name of the pipeline, or a pipeline instance to set. | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline
Source: src/gameobjects/components/Pipeline.js#L100
Since: 3.0.0
setPipelineData
<instance> setPipelineData(key, [value])
Description:
Adds an entry to the pipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData
Source: src/gameobjects/components/Pipeline.js#L144
Since: 3.50.0
setPosition
<instance> setPosition([x], [y], [z], [w])
Description:
Sets the position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of this Game Object. |
y | number | Yes | "x" | The y position of this Game Object. If not set it will use the |
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.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setPosition
Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0
setPostPipeline
<instance> setPostPipeline(pipelines, [pipelineData], [copyData])
Description:
Sets one, or more, Post Pipelines on this Game Object.
Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.
The post pipelines are appended to the postPipelines
array belonging to this
Game Object. When the renderer processes this Game Object, it iterates through the post
pipelines in the order in which they appear in the array. If you are stacking together
multiple effects, be aware that the order is important.
If you call this method multiple times, the new pipelines will be appended to any existing
post pipelines already set. Use the resetPostPipeline
method to clear them first, if required.
You can optionally also set the postPipelineData
property, if the parameter is given.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipelines | string | Array.<string> | function | Array.<function()> | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0
setPostPipelineData
<instance> setPostPipelineData(key, [value])
Description:
Adds an entry to the postPipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData
Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0
setRandomPosition
<instance> setRandomPosition([x], [y], [width], [height])
Description:
Sets the position of this Game Object to be a random position within the confines of the given area.
If no area is specified a random position between 0 x 0 and the game width x height is used instead.
The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of the top-left of the random area. |
y | number | Yes | 0 | The y position of the top-left of the random area. |
width | number | Yes | The width of the random area. | |
height | number | Yes | The height of the random area. |
Returns: Phaser.GameObjects.Graphics - 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.Graphics - 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 |
Returns: Phaser.GameObjects.Graphics - 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 |
Returns: Phaser.GameObjects.Graphics - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js#L64
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.Graphics - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setState
Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0
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.Graphics - 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.Graphics - 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.Graphics - 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.Graphics - 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.Graphics - 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.Graphics - 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.Graphics - 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
slice
<instance> slice(x, y, radius, startAngle, endAngle, [anticlockwise], [overshoot])
Description:
Creates a pie-chart slice shape centered at x
, y
with the given radius.
You must define the start and end angle of the slice.
Setting the anticlockwise
argument to true
creates a shape similar to Pacman.
Setting it to false
creates a shape like a slice of pie.
This method will begin a new path and close the path at the end of it.
To display the actual slice you need to call either strokePath
or fillPath
after it.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal center of the slice. | |
y | number | No | The vertical center of the slice. | |
radius | number | No | The radius of the slice. | |
startAngle | number | No | The start angle of the slice, given in radians. | |
endAngle | number | No | The end angle of the slice, given in radians. | |
anticlockwise | boolean | Yes | false | Whether the drawing should be anticlockwise or clockwise. |
overshoot | number | Yes | 0 | This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1283
Since: 3.4.0
stroke
<instance> stroke()
Description:
Stroke the current path.
This is an alias for Graphics.strokePath
and does the same thing.
It was added to match the CanvasRenderingContext 2D API.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L467
Since: 3.16.0
strokeCircle
<instance> strokeCircle(x, y, radius)
Description:
Stroke a circle with the given position and radius.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate of the center of the circle. |
y | number | No | The y coordinate of the center of the circle. |
radius | number | No | The radius of the circle. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L538
Since: 3.0.0
strokeCircleShape
<instance> strokeCircleShape(circle)
Description:
Stroke the given circle.
Parameters:
name | type | optional | description |
---|---|---|---|
circle | No | The circle to stroke. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L502
Since: 3.0.0
strokeEllipse
<instance> strokeEllipse(x, y, width, height, [smoothness])
Description:
Stroke an ellipse with the given position and size.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the center of the ellipse. | |
y | number | No | The y coordinate of the center of the ellipse. | |
width | number | No | The width of the ellipse. | |
height | number | No | The height of the ellipse. | |
smoothness | number | Yes | 32 | The number of points to draw the ellipse with. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1172
Since: 3.0.0
strokeEllipseShape
<instance> strokeEllipseShape(ellipse, [smoothness])
Description:
Stroke the given ellipse.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
ellipse | No | The ellipse to stroke. | ||
smoothness | number | Yes | 32 | The number of points to draw the ellipse with. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1152
Since: 3.0.0
strokeLineShape
<instance> strokeLineShape(line)
Description:
Draw the given line.
Parameters:
name | type | optional | description |
---|---|---|---|
line | No | The line to stroke. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L976
Since: 3.0.0
strokePath
<instance> strokePath()
Description:
Stroke the current path.
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L450
Since: 3.0.0
strokePoints
<instance> strokePoints(points, [closeShape], [closePath], [endIndex])
Description:
Stroke the shape represented by the given array of points.
Pass closeShape
to automatically close the shape by joining the last to the first point.
Pass closePath
to automatically close the path before it is stroked.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
points | array | Array.<Phaser.Geom.Point> | No | The points to stroke. | |
closeShape | boolean | Yes | false | When |
closePath | boolean | Yes | false | When |
endIndex | number | Yes | The index of |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1058
Since: 3.0.0
strokeRect
<instance> strokeRect(x, y, width, height)
Description:
Stroke a rectangle with the given position and size.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate of the top-left of the rectangle. |
y | number | No | The y coordinate of the top-left of the rectangle. |
width | number | No | The width of the rectangle. |
height | number | No | The height of the rectangle. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L612
Since: 3.0.0
strokeRectShape
<instance> strokeRectShape(rect)
Description:
Stroke the given rectangle.
Parameters:
name | type | optional | description |
---|---|---|---|
rect | No | The rectangle to stroke. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L574
Since: 3.0.0
strokeRoundedRect
<instance> strokeRoundedRect(x, y, width, height, [radius])
Description:
Stroke a rounded rectangle with the given position, size and radius.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x coordinate of the top-left of the rectangle. | |
y | number | No | The y coordinate of the top-left of the rectangle. | |
width | number | No | The width of the rectangle. | |
height | number | No | The height of the rectangle. | |
radius | Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number | Yes | 20 | The corner radius; It can also be an object to specify different radii for corners. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L746
Since: 3.11.0
strokeTriangle
<instance> strokeTriangle(x0, y0, x1, y1, x2, y2)
Description:
Stroke a triangle with the given points.
Parameters:
name | type | optional | description |
---|---|---|---|
x0 | number | No | The x coordinate of the first point. |
y0 | number | No | The y coordinate of the first point. |
x1 | number | No | The x coordinate of the second point. |
y1 | number | No | The y coordinate of the second point. |
x2 | number | No | The x coordinate of the third point. |
y2 | number | No | The y coordinate of the third point. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L951
Since: 3.0.0
strokeTriangleShape
<instance> strokeTriangleShape(triangle)
Description:
Stroke the given triangle.
Parameters:
name | type | optional | description |
---|---|---|---|
triangle | No | The triangle to stroke. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L911
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.Graphics - 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
translateCanvas
<instance> translateCanvas(x, y)
Description:
Inserts a translation command into this Graphics objects command buffer.
All objects drawn after calling this method will be translated by the given amount.
This does not change the position of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The horizontal translation to apply. |
y | number | No | The vertical translation to apply. |
Returns: Phaser.GameObjects.Graphics - This Game Object.
Source: src/gameobjects/graphics/Graphics.js#L1362
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
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 | No | The Camera to check against this Game Object. |
Returns: boolean - True if the Game Object should be rendered, otherwise false.
Inherits: Phaser.GameObjects.GameObject#willRender
Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0
Private Methods
renderCanvas
<instance> renderCanvas(renderer, src, camera, parentMatrix, [renderTargetCtx], allowClip)
Description:
Renders this Game Object with the Canvas Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | No | A reference to the current active Canvas renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | No | This transform matrix is defined if the game object is nested | |
renderTargetCtx | CanvasRenderingContext2D | Yes | The target rendering context. |
allowClip | boolean | No | If |
Source: src/gameobjects/graphics/GraphicsCanvasRenderer.js#L10
Since: 3.0.0
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 | No | A reference to the current active WebGL renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | No | This transform matrix is defined if the game object is nested |
Source: src/gameobjects/graphics/GraphicsWebGLRenderer.js#L29
Since: 3.0.0