LightsManager

Phaser.GameObjects.LightsManager

Manages Lights for a Scene.

Affects the rendering of Game Objects using the Light2D pipeline.

Scope: static

Source: src/gameobjects/lights/LightsManager.js#L23
Since: 3.0.0

Public Members

active

active: boolean

Description:

Whether the Lights Manager is enabled.

Source: src/gameobjects/lights/LightsManager.js#L59
Since: 3.0.0


ambientColor

ambientColor: Phaser.Display.RGB

Description:

The ambient color.

Source: src/gameobjects/lights/LightsManager.js#L50
Since: 3.50.0


lights

lights: Array.<Phaser.GameObjects.Light>

Description:

The Lights in the Scene.

Source: src/gameobjects/lights/LightsManager.js#L40
Since: 3.0.0


maxLights

maxLights: number

Description:

The maximum number of lights that a single Camera and the lights shader can process. Change this via the maxLights property in your game config, as it cannot be changed at runtime.

Source: src/gameobjects/lights/LightsManager.js#L69
Since: 3.15.0


visibleLights

visibleLights: number

Description:

The number of lights that the LightPipeline processed in the previous frame.

Source: src/gameobjects/lights/LightsManager.js#L80
Since: 3.50.0


Public Methods

addLight

<instance> addLight([x], [y], [radius], [rgb], [intensity])

Description:

Add a Light.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The horizontal position of the Light.

y

number

Yes

0

The vertical position of the Light.

radius

number

Yes

128

The radius of the Light.

rgb

number

Yes

"0xffffff"

The integer RGB color of the light.

intensity

number

Yes

1

The intensity of the Light.

Returns: Phaser.GameObjects.Light - The Light that was added.

Source: src/gameobjects/lights/LightsManager.js#L273
Since: 3.0.0


addPointLight

<instance> addPointLight(x, y, [color], [radius], [intensity], [attenuation])

Description:

Creates a new Point Light Game Object and adds it to the Scene.

Note: This method will only be available if the Point Light Game Object has been built into Phaser.

The Point Light Game Object provides a way to add a point light effect into your game, without the expensive shader processing requirements of the traditional Light Game Object.

The difference is that the Point Light renders using a custom shader, designed to give the impression of a point light source, of variable radius, intensity and color, in your game. However, unlike the Light Game Object, it does not impact any other Game Objects, or use their normal maps for calcuations. This makes them extremely fast to render compared to Lights and perfect for special effects, such as flickering torches or muzzle flashes.

For maximum performance you should batch Point Light Game Objects together. This means ensuring they follow each other consecutively on the display list. Ideally, use a Layer Game Object and then add just Point Lights to it, so that it can batch together the rendering of the lights. You don't have to do this, and if you've only a handful of Point Lights in your game then it's perfectly safe to mix them into the dislay list as normal. However, if you're using a large number of them, please consider how they are mixed into the display list.

The renderer will automatically cull Point Lights. Those with a radius that does not intersect with the Camera will be skipped in the rendering list. This happens automatically and the culled state is refreshed every frame, for every camera.

The origin of a Point Light is always 0.5 and it cannot be changed.

Point Lights are a WebGL only feature and do not have a Canvas counterpart.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal position of this Point Light in the world.

y

number

No

The vertical position of this Point Light in the world.

color

number

Yes

"0xffffff"

The color of the Point Light, given as a hex value.

radius

number

Yes

128

The radius of the Point Light.

intensity

number

Yes

1

The intensity, or color blend, of the Point Light.

attenuation

number

Yes

0.1

The attenuation of the Point Light. This is the reduction of light from the center point.

Returns: Phaser.GameObjects.PointLight - The Game Object that was created.

Source: src/gameobjects/lights/LightsManager.js#L91
Since: 3.50.0


destroy

<instance> destroy()

Description:

Destroy the Lights Manager.

Cleans up all references by calling Phaser.GameObjects.LightsManager#shutdown.

Source: src/gameobjects/lights/LightsManager.js#L340
Since: 3.0.0


disable

<instance> disable()

Description:

Disable the Lights Manager.

Returns: Phaser.GameObjects.LightsManager - This Lights Manager instance.

Source: src/gameobjects/lights/LightsManager.js#L157
Since: 3.0.0


enable

<instance> enable()

Description:

Enable the Lights Manager.

Returns: Phaser.GameObjects.LightsManager - This Lights Manager instance.

Source: src/gameobjects/lights/LightsManager.js#L137
Since: 3.0.0


getLightCount

<instance> getLightCount()

Description:

Get the number of Lights managed by this Lights Manager.

Returns: number - The number of Lights managed by this Lights Manager.

Source: src/gameobjects/lights/LightsManager.js#L260
Since: 3.0.0


getLights

<instance> getLights(camera)

Description:

Get all lights that can be seen by the given Camera.

It will automatically cull lights that are outside the world view of the Camera.

If more lights are returned than supported by the pipeline, the lights are then culled based on the distance from the center of the camera. Only those closest are rendered.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to cull Lights for.

Returns: Array.<Phaser.GameObjects.Light> - The culled Lights.

Source: src/gameobjects/lights/LightsManager.js#L172
Since: 3.50.0


getMaxVisibleLights

<instance> getMaxVisibleLights()

Description:

Returns the maximum number of Lights allowed to appear at once.

Returns: number - The maximum number of Lights allowed to appear at once.

Source: src/gameobjects/lights/LightsManager.js#L247
Since: 3.0.0


removeLight

<instance> removeLight(light)

Description:

Remove a Light.

Parameters:

name

type

optional

description

light

Phaser.GameObjects.Light

No

The Light to remove.

Returns: Phaser.GameObjects.LightsManager - This Lights Manager instance.

Source: src/gameobjects/lights/LightsManager.js#L304
Since: 3.0.0


setAmbientColor

<instance> setAmbientColor(rgb)

Description:

Set the ambient light color.

Parameters:

name

type

optional

description

rgb

number

No

The integer RGB color of the ambient light.

Returns: Phaser.GameObjects.LightsManager - This Lights Manager instance.

Source: src/gameobjects/lights/LightsManager.js#L228
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Shut down the Lights Manager.

Recycles all active Lights into the Light pool, resets ambient light color and clears the lists of Lights and culled Lights.

Source: src/gameobjects/lights/LightsManager.js#L326
Since: 3.0.0


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