A 2D Light.
These are created by the Phaser.GameObjects.LightsManager, available from within a scene via this.lights
.
Any Game Objects using the Light2D pipeline will then be affected by these Lights as long as they have a normal map.
They can also simply be used to represent a point light for your own purposes.
Lights cannot be added to Containers. They are designed to exist in the root of a Scene.
Constructor
new Light(x, y, radius, r, g, b, intensity)
Parameters
name | type | optional | description |
---|---|---|---|
x | number | No | The horizontal position of the light. |
y | number | No | The vertical position of the light. |
radius | number | No | The radius of the light. |
r | number | No | The red color of the light. A value between 0 and 1. |
g | number | No | The green color of the light. A value between 0 and 1. |
b | number | No | The blue color of the light. A value between 0 and 1. |
intensity | number | No | The intensity of the light. |
Scope: static
Extends
Phaser.Geom.Circle
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Visible
Source: src/gameobjects/lights/Light.js#L13
Since: 3.0.0
Public Members
bottom
bottom: number
Description:
The bottom position of the Circle.
Inherits: Phaser.Geom.Circle#bottom
Source: src/geom/circle/Circle.js#L346
Since: 3.0.0
cameraFilter
cameraFilter: number
Description:
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call Camera.ignore
, however you can
set this property directly using the Camera.id property:
Source: src/gameobjects/lights/Light.js#L89
Since: 3.0.0
color
color: Phaser.Display.RGB
Description:
The color of the light.
Source: src/gameobjects/lights/Light.js#L59
Since: 3.50.0
diameter
diameter: number
Description:
The diameter of the Circle.
Inherits: Phaser.Geom.Circle#diameter
Source: src/geom/circle/Circle.js#L261
Since: 3.0.0
displayHeight
displayHeight: number
Description:
The height of this Light Game Object. This is the same as Light.diameter
.
Source: src/gameobjects/lights/Light.js#L130
Since: 3.60.0
displayOriginX
displayOriginX: number
Description:
The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Inherits: Phaser.GameObjects.Components.Origin#displayOriginX
Source: src/gameobjects/components/Origin.js#L64
Since: 3.0.0
displayOriginY
displayOriginY: number
Description:
The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Inherits: Phaser.GameObjects.Components.Origin#displayOriginY
Source: src/gameobjects/components/Origin.js#L88
Since: 3.0.0
displayWidth
displayWidth: number
Description:
The width of this Light Game Object. This is the same as Light.diameter
.
Source: src/gameobjects/lights/Light.js#L109
Since: 3.60.0
height
height: number
Description:
The height of this Light Game Object. This is the same as Light.diameter
.
Source: src/gameobjects/lights/Light.js#L172
Since: 3.60.0
intensity
intensity: number
Description:
The intensity of the light.
Source: src/gameobjects/lights/Light.js#L68
Since: 3.50.0
left
left: number
Description:
The left position of the Circle.
Inherits: Phaser.Geom.Circle#left
Source: src/geom/circle/Circle.js#L283
Since: 3.0.0
originX
originX: number
Description:
The horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.
Set this value with setOrigin()
.
Inherits: Phaser.GameObjects.Components.Origin#originX
Source: src/gameobjects/components/Origin.js#L30
Since: 3.0.0
originY
originY: number
Description:
The vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.
Set this value with setOrigin()
.
Inherits: Phaser.GameObjects.Components.Origin#originY
Source: src/gameobjects/components/Origin.js#L45
Since: 3.0.0
radius
radius: number
Description:
The radius of the Circle.
Inherits: Phaser.Geom.Circle#radius
Source: src/geom/circle/Circle.js#L239
Since: 3.0.0
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/lights/Light.js#L77
Since: 3.0.0
right
right: number
Description:
The right position of the Circle.
Inherits: Phaser.Geom.Circle#right
Source: src/geom/circle/Circle.js#L304
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
top
top: number
Description:
The top position of the Circle.
Inherits: Phaser.Geom.Circle#top
Source: src/geom/circle/Circle.js#L325
Since: 3.0.0
type
type: number
Description:
The geometry constant type of this object: GEOM_CONST.CIRCLE
.
Used for fast type comparisons.
Inherits: Phaser.Geom.Circle#type
Source: src/geom/circle/Circle.js#L41
Since: 3.19.0
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
width
width: number
Description:
The width of this Light Game Object. This is the same as Light.diameter
.
Source: src/gameobjects/lights/Light.js#L151
Since: 3.60.0
x
x: number
Description:
The x position of the center of the circle.
Inherits: Phaser.Geom.Circle#x
Source: src/geom/circle/Circle.js#L52
Since: 3.0.0
y
y: number
Description:
The y position of the center of the circle.
Inherits: Phaser.Geom.Circle#y
Source: src/geom/circle/Circle.js#L62
Since: 3.0.0
Private Members
_diameter
_diameter: number
Description:
The internal diameter of the circle.
Access: private
Inherits: Phaser.Geom.Circle#_diameter
Source: src/geom/circle/Circle.js#L82
Since: 3.0.0
_originComponent
_originComponent: boolean
Description:
A property indicating that a Game Object has this component.
Access: private
Inherits: Phaser.GameObjects.Components.Origin#_originComponent
Source: src/gameobjects/components/Origin.js#L19
Since: 3.2.0
_radius
_radius: number
Description:
The internal radius of the circle.
Access: private
Inherits: Phaser.Geom.Circle#_radius
Source: src/geom/circle/Circle.js#L72
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
contains
<instance> contains(x, y)
Description:
Check to see if the Circle contains the given x / y coordinates.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x coordinate to check within the circle. |
y | number | No | The y coordinate to check within the circle. |
Returns: boolean - True if the coordinates are within the circle, otherwise false.
Inherits: Phaser.Geom.Circle#contains
Source: src/geom/circle/Circle.js#L93
Since: 3.0.0
getPoint
<instance> getPoint(position, [out])
Description:
Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.
Tags:
- generic
Parameters:
name | type | optional | description |
---|---|---|---|
position | number | No | A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle. |
out | Phaser.Geom.Point | object | Yes | An object to store the return values in. If not given a Point object will be created. |
Returns: Phaser.Geom.Point, object - A Point, or point-like object, containing the coordinates of the point around the circle.
Inherits: Phaser.Geom.Circle#getPoint
Source: src/geom/circle/Circle.js#L109
Since: 3.0.0
getPoints
<instance> getPoints(quantity, [stepRate], [output])
Description:
Returns an array of Point objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.
Tags:
- generic
Parameters:
name | type | optional | description |
---|---|---|---|
quantity | number | No | The amount of points to return. If a falsey value the quantity will be derived from the |
stepRate | number | Yes | Sets the quantity by getting the circumference of the circle and dividing it by the stepRate. |
output | array | Array.<Phaser.Geom.Point> | Yes | An array to insert the points in to. If not provided a new array will be created. |
Returns: array, Array.<Phaser.Geom.Point> - An array of Point objects pertaining to the points around the circumference of the circle.
Inherits: Phaser.Geom.Circle#getPoints
Source: src/geom/circle/Circle.js#L129
Since: 3.0.0
getRandomPoint
<instance> getRandomPoint([point])
Description:
Returns a uniformly distributed random point from anywhere within the Circle.
Tags:
- generic
Parameters:
name | type | optional | description |
---|---|---|---|
point | Phaser.Geom.Point | object | Yes | A Point or point-like object to set the random |
Returns: Phaser.Geom.Point, object - A Point object with the random values set in the x
and y
properties.
Inherits: Phaser.Geom.Circle#getRandomPoint
Source: src/geom/circle/Circle.js#L149
Since: 3.0.0
isEmpty
<instance> isEmpty()
Description:
Checks to see if the Circle is empty: has a radius of zero.
Returns: boolean - True if the Circle is empty, otherwise false.
Inherits: Phaser.Geom.Circle#isEmpty
Source: src/geom/circle/Circle.js#L226
Since: 3.0.0
setColor
<instance> setColor(rgb)
Description:
Set the color of the light from a single integer RGB value.
Parameters:
name | type | optional | description |
---|---|---|---|
rgb | number | No | The integer RGB color of the light. |
Returns: Phaser.GameObjects.Light - This Light object.
Source: src/gameobjects/lights/Light.js#L209
Since: 3.0.0
setDisplayOrigin
<instance> setDisplayOrigin([x], [y])
Description:
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The horizontal display origin value. |
y | number | Yes | "x" | The vertical display origin value. If not defined it will be set to the value of |
Returns: Phaser.GameObjects.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin
Source: src/gameobjects/components/Origin.js#L159
Since: 3.0.0
setEmpty
<instance> setEmpty()
Description:
Sets this Circle to be empty with a radius of zero. Does not change its position.
Returns: Phaser.GameObjects.Light - This Circle object.
Inherits: Phaser.Geom.Circle#setEmpty
Source: src/geom/circle/Circle.js#L188
Since: 3.0.0
setIntensity
<instance> setIntensity(intensity)
Description:
Set the intensity of the light.
Parameters:
name | type | optional | description |
---|---|---|---|
intensity | number | No | The intensity of the light. |
Returns: Phaser.GameObjects.Light - This Light object.
Source: src/gameobjects/lights/Light.js#L228
Since: 3.0.0
setOrigin
<instance> setOrigin([x], [y])
Description:
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0.5 | The horizontal origin value. |
y | number | Yes | "x" | The vertical origin value. If not defined it will be set to the value of |
Returns: Phaser.GameObjects.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setOrigin
Source: src/gameobjects/components/Origin.js#L112
Since: 3.0.0
setOriginFromFrame
<instance> setOriginFromFrame()
Description:
Sets the origin of this Game Object based on the Pivot values in its Frame.
Returns: Phaser.GameObjects.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0
setPosition
<instance> setPosition([x], [y])
Description:
Sets the position of this Circle.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of the center of the circle. |
y | number | Yes | 0 | The y position of the center of the circle. |
Returns: Phaser.GameObjects.Light - This Circle object.
Inherits: Phaser.Geom.Circle#setPosition
Source: src/geom/circle/Circle.js#L205
Since: 3.0.0
setRadius
<instance> setRadius(radius)
Description:
Set the radius of the light.
Parameters:
name | type | optional | description |
---|---|---|---|
radius | number | No | The radius of the light. |
Returns: Phaser.GameObjects.Light - This Light object.
Source: src/gameobjects/lights/Light.js#L245
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.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0
setTo
<instance> setTo([x], [y], [radius])
Description:
Sets the x, y and radius of this circle.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of the center of the circle. |
y | number | Yes | 0 | The y position of the center of the circle. |
radius | number | Yes | 0 | The radius of the circle. |
Returns: Phaser.GameObjects.Light - This Circle object.
Inherits: Phaser.Geom.Circle#setTo
Source: src/geom/circle/Circle.js#L166
Since: 3.0.0
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.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Visible#setVisible
Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0
updateDisplayOrigin
<instance> updateDisplayOrigin()
Description:
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
Returns: Phaser.GameObjects.Light - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Source: src/gameobjects/components/Origin.js#L182
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.
Source: src/gameobjects/lights/Light.js#L193
Since: 3.50.0
Constants:
Public Members
RENDER_MASK
RENDER_MASK: number
Description:
The bitmask that GameObject.renderFlags
is compared against to determine if the Game Object will render or not.