Layer

Phaser.GameObjects.Layer

A Layer Game Object.

A Layer is a special type of Game Object that acts as a Display List. You can add any type of Game Object to a Layer, just as you would to a Scene. Layers can be used to visually group together 'layers' of Game Objects:

const spaceman = this.add.sprite(150, 300, 'spaceman');
const bunny = this.add.sprite(400, 300, 'bunny');
const elephant = this.add.sprite(650, 300, 'elephant');

const layer = this.add.layer();

layer.add([ spaceman, bunny, elephant ]);

The 3 sprites in the example above will now be managed by the Layer they were added to. Therefore, if you then set layer.setVisible(false) they would all vanish from the display.

You can also control the depth of the Game Objects within the Layer. For example, calling the setDepth method of a child of a Layer will allow you to adjust the depth of that child within the Layer itself, rather than the whole Scene. The Layer, too, can have its depth set as well.

The Layer class also offers many different methods for manipulating the list, such as the methods moveUp, moveDown, sendToBack, bringToTop and so on. These allow you to change the display list position of the Layers children, causing it to adjust the order in which they are rendered. Using setDepth on a child allows you to override this.

Layers can have Post FX Pipelines set, which allows you to easily enable a post pipeline across a whole range of children, which, depending on the effect, can often be far more efficient that doing so on a per-child basis.

Layers have no position or size within the Scene. This means you cannot enable a Layer for physics or input, or change the position, rotation or scale of a Layer. They also have no scroll factor, texture, tint, origin, crop or bounds.

If you need those kind of features then you should use a Container instead. Containers can be added to Layers, but Layers cannot be added to Containers.

However, you can set the Alpha, Blend Mode, Depth, Mask and Visible state of a Layer. These settings will impact all children being rendered by the Layer.

Constructor

new Layer(scene, [children])

Parameters

name

type

optional

description

scene

Phaser.Scene

No

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

children

Array.<Phaser.GameObjects.GameObject>

Yes

An optional array of Game Objects to add to this Layer.


Scope: static

Extends

Phaser.Structs.List.<Phaser.GameObjects.GameObject>
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.Visible

Source: src/gameobjects/layer/Layer.js#L19
Since: 3.50.0

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.

Source: src/gameobjects/layer/Layer.js#L178
Since: 3.50.0


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


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:

This property is kept purely so a Layer has the same shape as a Game Object. You cannot give a Layer a physics body.

Source: src/gameobjects/layer/Layer.js#L251
Since: 3.51.0


cameraFilter

cameraFilter: number

Description:

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Source: src/gameobjects/layer/Layer.js#L225
Since: 3.50.0


data

data: Phaser.Data.DataManager

Description:

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Source: src/gameobjects/layer/Layer.js#L201
Since: 3.50.0


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.

Source: src/gameobjects/layer/Layer.js#L115
Since: 3.50.0


events

events: Phaser.Events.EventEmitter

Description:

A reference to the Scene Event Emitter.

Source: src/gameobjects/layer/Layer.js#L284
Since: 3.50.0


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


ignoreDestroy

ignoreDestroy: boolean

Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Source: src/gameobjects/layer/Layer.js#L262
Since: 3.50.0


input

input: Phaser.Types.Input.InteractiveObject

Description:

This property is kept purely so a Layer has the same shape as a Game Object. You cannot input enable a Layer.

Source: src/gameobjects/layer/Layer.js#L240
Since: 3.51.0


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.

Source: src/gameobjects/layer/Layer.js#L167
Since: 3.50.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

A Layer cannot be placed inside a Container.

This property is kept purely so a Layer has the same shape as a Game Object.

Source: src/gameobjects/layer/Layer.js#L155
Since: 3.51.0


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.

Source: src/gameobjects/layer/Layer.js#L213
Since: 3.50.0


scene

scene: Phaser.Scene

Description:

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Source: src/gameobjects/layer/Layer.js#L101
Since: 3.50.0


sortChildrenFlag

sortChildrenFlag: boolean

Description:

The flag the determines whether Game Objects should be sorted when depthSort() is called.

Source: src/gameobjects/layer/Layer.js#L293
Since: 3.50.0


state

state: number, string

Description:

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Source: src/gameobjects/layer/Layer.js#L139
Since: 3.50.0


systems

systems: Phaser.Scenes.Systems

Description:

A reference to the Scene Systems.

Source: src/gameobjects/layer/Layer.js#L275
Since: 3.50.0


tabIndex

tabIndex: number

Description:

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Source: src/gameobjects/layer/Layer.js#L190
Since: 3.51.0


type

type: string

Description:

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Source: src/gameobjects/layer/Layer.js#L129
Since: 3.50.0


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


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


_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.

Source: src/gameobjects/layer/Layer.js#L607
Since: 3.50.0


addToDisplayList

<instance> addToDisplayList([displayList])

Description:

Adds this Layer 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 Layer belongs.

A Layer can only exist on one Display List at any given time, but may move freely between them.

If this Layer 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.Layer#displayList property.

If a Layer isn't on any display list, it will not be rendered. If you just wish to temporarily disable it from rendering, consider using the setVisible method, instead.

Parameters:

name

type

optional

description

displayList

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

Yes

The Display List to add to. Defaults to the Scene Display List.

Returns: Phaser.GameObjects.Layer - This Layer instance.

Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE

Source: src/gameobjects/layer/Layer.js#L832
Since: 3.60.0


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.Layer - 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.Layer - 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.Layer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#clearMask

Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2


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 null it will generate an Image Game Object using the rest of the arguments.

x

number

Yes

If creating a Game Object, the horizontal position in the world.

y

number

Yes

If creating a Game Object, the vertical position in the world.

texture

string | Phaser.Textures.Texture

Yes

If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

frame

string | number

Phaser.Textures.Frame

Yes

Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js#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

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask

Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2


depthSort

<instance> depthSort()

Description:

Immediately sorts the display list if the flag is set.

Source: src/gameobjects/layer/Layer.js#L785
Since: 3.50.0


destroy

<instance> destroy([fromScene])

Description:

Destroys this Layer removing it from the Display List and Update List and severing all ties to parent resources.

Also destroys all children of this Layer. If you do not wish for the children to be destroyed, you should move them from this Layer first.

Use this to remove this Layer from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:

name

type

optional

default

description

fromScene

boolean

Yes

false

True if this Game Object is being destroyed by the Scene, false if not.

Fires: Phaser.GameObjects.Events#event:DESTROY

Source: src/gameobjects/layer/Layer.js#L921
Since: 3.50.0


disableInteractive

<instance> disableInteractive()

Description:

A Layer cannot be enabled for input.

This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L575
Since: 3.51.0


getChildren

<instance> getChildren()

Description:

Returns a reference to the array which contains all Game Objects in this Layer.

This is a reference, not a copy of it, so be very careful not to mutate it.

Returns: Array.<Phaser.GameObjects.GameObject> - An array of Game Objects within this Layer.

Source: src/gameobjects/layer/Layer.js#L817
Since: 3.50.0


getData

<instance> getData(key)

Description:

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:

name

type

optional

description

key

string | Array.<string>

No

The key of the value to retrieve, or an array of keys.

Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.

Source: src/gameobjects/layer/Layer.js#L519
Since: 3.50.0


getIndexList

<instance> getIndexList()

Description:

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Returns: Array.<number> - An array of display list position indexes.

Source: src/gameobjects/layer/Layer.js#L678
Since: 3.51.0


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

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0


incData

<instance> incData(key, [data])

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

description

key

string | object

No

The key to increase the value for.

data

*

Yes

The value to increase for the given key.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L460
Since: 3.50.0


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


queueDepthSort

<instance> queueDepthSort()

Description:

Force a sort of the display list on the next call to depthSort.

Source: src/gameobjects/layer/Layer.js#L774
Since: 3.50.0


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.

Source: src/gameobjects/layer/Layer.js#L622
Since: 3.50.0


removeFromDisplayList

<instance> removeFromDisplayList()

Description:

Removes this Layer from the Display List it is currently on.

A Layer 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 Layer isn't on any Display List, it will not be rendered. If you just wish to temporarily disable it from rendering, consider using the setVisible method, instead.

Returns: Phaser.GameObjects.Layer - This Layer instance.

Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE

Source: src/gameobjects/layer/Layer.js#L883
Since: 3.60.0


removeInteractive

<instance> removeInteractive()

Description:

A Layer cannot be enabled for input.

This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L591
Since: 3.51.0


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

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

The string-based name of the pipeline, or a pipeline class.

Returns: Phaser.GameObjects.Layer - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0


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 postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0


setAbove

<instance> setAbove(gameObject)

Description:

Move this Game Object so that it appears above the given Game Object.

This means it will render immediately after the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be above.

Returns: Phaser.GameObjects.Layer - 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.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L322
Since: 3.50.0


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.Layer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#setAlpha

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


setBelow

<instance> setBelow(gameObject)

Description:

Move this Game Object so that it appears below the given Game Object.

This means it will render immediately under the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be below.

Returns: Phaser.GameObjects.Layer - 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.Layer - 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.

Parameters:

name

type

optional

description

key

string | object

No

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data

*

Yes

The value to set for the given key. If an object is provided as the key this argument is ignored.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L401
Since: 3.50.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L382
Since: 3.50.0


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.Layer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setDepth

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


setInteractive

<instance> setInteractive()

Description:

A Layer cannot be enabled for input.

This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L559
Since: 3.51.0


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.Layer - 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.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L340
Since: 3.50.0


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()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.GameObjects.Layer - 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 undefined then key will be deleted from the object.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0


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.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L358
Since: 3.50.0


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.Layer - 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.Layer - 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.Layer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0


sortByDepth

<instance> sortByDepth(childA, childB)

Description:

Compare the depth of two Game Objects.

Parameters:

name

type

optional

description

childA

Phaser.GameObjects.GameObject

No

The first Game Object.

childB

Phaser.GameObjects.GameObject

No

The second Game Object.

Returns: number - The difference between the depths of each Game Object.

Source: src/gameobjects/layer/Layer.js#L801
Since: 3.50.0


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 | object

No

The key to toggle the value for.

Returns: Phaser.GameObjects.Layer - This GameObject.

Source: src/gameobjects/layer/Layer.js#L490
Since: 3.50.0


toJSON

<instance> toJSON()

Description:

Returns a JSON representation of the Game Object.

Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.

Source: src/gameobjects/layer/Layer.js#L649
Since: 3.50.0


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

Source: src/gameobjects/layer/Layer.js#L637
Since: 3.50.0


willRender

<instance> willRender(camera)

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

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

Source: src/gameobjects/layer/Layer.js#L662
Since: 3.50.0


Private Methods

addChildCallback

<instance> addChildCallback(gameObject)

Description:

Internal method called from List.addCallback.

Access: private

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that was added to the list.

Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE

Source: src/gameobjects/layer/Layer.js#L720
Since: 3.50.0


removeChildCallback

<instance> removeChildCallback(gameObject)

Description:

Internal method called from List.removeCallback.

Access: private

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that was removed from the list.

Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE

Source: src/gameobjects/layer/Layer.js#L752
Since: 3.50.0


renderCanvas

<instance> renderCanvas(renderer, layer, camera)

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

Phaser.Renderer.Canvas.CanvasRenderer

No

A reference to the current active Canvas renderer.

layer

Phaser.GameObjects.Layer

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

Source: src/gameobjects/layer/LayerCanvasRenderer.js#L7
Since: 3.50.0


renderWebGL

<instance> renderWebGL(renderer, layer, camera)

Description:

Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active WebGL renderer.

layer

Phaser.GameObjects.Layer

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

Source: src/gameobjects/layer/LayerWebGLRenderer.js#L7
Since: 3.50.0


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