A Plane Game Object.
The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.
The Plane can then be manipulated in 3D space, with rotation across all 3 axis.
This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.
You can use the uvScroll
and uvScale
methods to adjust the placement and scaling
of the texture if this Plane is using a single texture, and not a frame from a texture
atlas or sprite sheet.
The Plane Game Object also has the Animation component, allowing you to play animations
across the Plane just as you would with a Sprite. The animation frame size must be fixed
as the first frame will be the size of the entire animation, for example use a SpriteSheet
.
Note that the Plane object is WebGL only and does not have a Canvas counterpart.
The Plane origin is always 0.5 x 0.5 and cannot be changed.
Constructor
new Plane(scene, [x], [y], [texture], [frame], [width], [height], [tile])
Parameters
name | type | optional | default | description |
---|---|---|---|---|
scene | No | The Scene to which this Plane belongs. A Plane can only belong to one Scene at a time. | ||
x | number | Yes | The horizontal position of this Plane in the world. | |
y | number | Yes | The vertical position of this Plane in the world. | |
texture | string | Phaser.Textures.Texture | Yes | The key, or instance of the Texture this Plane will use to render with, as stored in the Texture Manager. | |
frame | string | number | Yes | An optional frame from the Texture this Plane is rendering with. | |
width | number | Yes | 8 | The width of this Plane, in cells, not pixels. |
height | number | Yes | 8 | The height of this Plane, in cells, not pixels. |
tile | boolean | Yes | false | Is the texture tiled? I.e. repeated across each cell. |
Scope: static
Extends
Source: src/gameobjects/plane/Plane.js#L14
Since: 3.60.0
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
anims
anims: Phaser.Animations.AnimationState
Description:
The Animation State component of this Sprite.
This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.
Source: src/gameobjects/plane/Plane.js#L73
Since: 3.60.0
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
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
debugCallback
debugCallback: function
Description:
You can optionally choose to render the vertices of this Mesh to a Graphics instance.
Achieve this by setting the debugCallback
and the debugGraphic
properties.
You can do this in a single call via the Mesh.setDebug
method, which will use the
built-in debug function. You can also set it to your own callback. The callback
will be invoked once per render and sent the following parameters:
debugCallback(src, meshLength, verts)
src
is the Mesh instance being debugged.
meshLength
is the number of mesh vertices in total.
verts
is an array of the translated vertex coordinates.
To disable rendering, set this property back to null
.
Please note that high vertex count Meshes will struggle to debug properly.
Inherits: Phaser.GameObjects.Mesh#debugCallback
Source: src/gameobjects/mesh/Mesh.js#L154
Since: 3.50.0
debugGraphic
debugGraphic: Phaser.GameObjects.Graphics
Description:
The Graphics instance that the debug vertices will be drawn to, if setDebug
has
been called.
Inherits: Phaser.GameObjects.Mesh#debugGraphic
Source: src/gameobjects/mesh/Mesh.js#L179
Since: 3.50.0
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
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
displayHeight
displayHeight: number
Description:
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Inherits: Phaser.GameObjects.Components.Size#displayHeight
Source: src/gameobjects/components/Size.js#L78
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
displayWidth
displayWidth: number
Description:
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Inherits: Phaser.GameObjects.Components.Size#displayWidth
Source: src/gameobjects/components/Size.js#L53
Since: 3.0.0
faces
faces: Array.<Phaser.Geom.Mesh.Face>
Description:
An array containing the Face instances belonging to this Mesh.
A Face consists of 3 Vertex objects.
This array is populated during calls such as addVertices
or addOBJ
.
Inherits: Phaser.GameObjects.Mesh#faces
Source: src/gameobjects/mesh/Mesh.js#L117
Since: 3.50.0
fov
fov: number
Description:
The Camera fov (field of view) in degrees.
This is set automatically as part of the Mesh.setPerspective
call, but exposed
here for additional math.
Do not modify this property directly, doing so will not change the fov. For that, call the respective Mesh methods.
Inherits: Phaser.GameObjects.Mesh#fov
Source: src/gameobjects/mesh/Mesh.js#L351
Since: 3.60.0
frame
frame: Phaser.Textures.Frame
Description:
The Texture Frame this Game Object is using to render with.
Inherits: Phaser.GameObjects.Components.Texture#frame
Source: src/gameobjects/components/Texture.js#L30
Since: 3.0.0
gridHeight
gridHeight: number
Description:
The height of this Plane in cells, not pixels.
This value is read-only. To adjust it, see the setGridSize
method.
Source: src/gameobjects/plane/Plane.js#L98
Since: 3.60.0
gridWidth
gridWidth: number
Description:
The width of this Plane in cells, not pixels.
This value is read-only. To adjust it, see the setGridSize
method.
Source: src/gameobjects/plane/Plane.js#L86
Since: 3.60.0
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
height
height: number
Description:
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayHeight
property.
Inherits: Phaser.GameObjects.Components.Size#height
Source: src/gameobjects/components/Size.js#L40
Since: 3.0.0
hideCCW
hideCCW: boolean
Description:
When rendering, skip any Face that isn't counter clockwise?
Enable this to hide backward-facing Faces during rendering.
Disable it to render all Faces.
Inherits: Phaser.GameObjects.Mesh#hideCCW
Source: src/gameobjects/mesh/Mesh.js#L189
Since: 3.50.0
ignoreDestroy
ignoreDestroy: boolean
Description:
This Game Object will ignore all calls made to its destroy method if this flag is set to true
.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
Inherits: Phaser.GameObjects.GameObject#ignoreDestroy
Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0
ignoreDirtyCache
ignoreDirtyCache: boolean
Description:
By default, the Mesh will check to see if its model or view transform has changed each frame and only recalculate the vertex positions if they have.
This avoids lots of additional math in the preUpdate
step when not required.
However, if you are performing per-Face or per-Vertex manipulation on this Mesh,
such as tweening a Face, or moving it without moving the rest of the Mesh,
then you may need to disable the dirty cache in order for the Mesh to re-render
correctly. You can toggle this property to do that. Please note that leaving
this set to true
will cause the Mesh to recalculate the position of every single
vertex in it, every single frame. So only really do this if you know you
need it.
Inherits: Phaser.GameObjects.Mesh#ignoreDirtyCache
Source: src/gameobjects/mesh/Mesh.js#L331
Since: 3.50.0
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
isTiled
isTiled: boolean
Description:
Is the texture of this Plane tiled across all cells, or not?
This value is read-only. To adjust it, see the setGridSize
method.
Source: src/gameobjects/plane/Plane.js#L110
Since: 3.60.0
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
modelPosition
modelPosition: Phaser.Math.Vector3
Description:
A Vector3 containing the 3D position of the vertices in this Mesh.
Modifying the components of this property will allow you to reposition where
the vertices are rendered within the Mesh. This happens in the preUpdate
phase,
where each vertex is transformed using the view and projection matrices.
Changing this property will impact all vertices being rendered by this Mesh.
You can also adjust the 'view' by using the pan
methods.
Inherits: Phaser.GameObjects.Mesh#modelPosition
Source: src/gameobjects/mesh/Mesh.js#L202
Since: 3.50.0
modelRotation
modelRotation: Phaser.Math.Vector3
Description:
A Vector3 containing the 3D rotation of the vertices in this Mesh.
The values should be given in radians, i.e. to rotate the vertices by 90
degrees you can use modelRotation.x = Phaser.Math.DegToRad(90)
.
Modifying the components of this property will allow you to rotate
the vertices within the Mesh. This happens in the preUpdate
phase,
where each vertex is transformed using the view and projection matrices.
Changing this property will impact all vertices being rendered by this Mesh.
Inherits: Phaser.GameObjects.Mesh#modelRotation
Source: src/gameobjects/mesh/Mesh.js#L234
Since: 3.50.0
modelScale
modelScale: Phaser.Math.Vector3
Description:
A Vector3 containing the 3D scale of the vertices in this Mesh.
Modifying the components of this property will allow you to scale
the vertices within the Mesh. This happens in the preUpdate
phase,
where each vertex is transformed using the view and projection matrices.
Changing this property will impact all vertices being rendered by this Mesh.
Inherits: Phaser.GameObjects.Mesh#modelScale
Source: src/gameobjects/mesh/Mesh.js#L219
Since: 3.50.0
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
originX
originX: number
Description:
Do not change this value. It has no effect other than to break things.
Source: src/gameobjects/plane/Plane.js#L140
Since: 3.70.0
originY
originY: number
Description:
Do not change this value. It has no effect other than to break things.
Source: src/gameobjects/plane/Plane.js#L158
Since: 3.70.0
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
projectionMatrix
projectionMatrix: Phaser.Math.Matrix4
Description:
The projection matrix for this Mesh.
Update it with the setPerspective
or setOrtho
methods.
Inherits: Phaser.GameObjects.Mesh#projectionMatrix
Source: src/gameobjects/mesh/Mesh.js#L294
Since: 3.50.0
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
texture
texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture
Description:
The Texture this Game Object is using to render with.
Inherits: Phaser.GameObjects.Components.Texture#texture
Source: src/gameobjects/components/Texture.js#L21
Since: 3.0.0
tintFill
tintFill: boolean
Description:
The tint fill mode.
false
= An additive tint (the default), where vertices colors are blended with the texture.
true
= A fill tint, where the vertex colors replace the texture, but respects texture alpha.
Inherits: Phaser.GameObjects.Mesh#tintFill
Source: src/gameobjects/mesh/Mesh.js#L141
Since: 3.50.0
totalRendered
totalRendered: number
Description:
How many faces were rendered by this Mesh Game Object in the last
draw? This is reset in the preUpdate
method and then incremented
each time a face is drawn. Note that in multi-camera Scenes this
value may exceed that found in Mesh.getFaceCount
due to
cameras drawing the same faces more than once.
Inherits: Phaser.GameObjects.Mesh#totalRendered
Source: src/gameobjects/mesh/Mesh.js#L305
Since: 3.50.0
transformMatrix
transformMatrix: Phaser.Math.Matrix4
Description:
The transformation matrix for this Mesh.
Inherits: Phaser.GameObjects.Mesh#transformMatrix
Source: src/gameobjects/mesh/Mesh.js#L265
Since: 3.50.0
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
vertices
vertices: Array.<Phaser.Geom.Mesh.Vertex>
Description:
An array containing Vertex instances. One instance per vertex in this Mesh.
This array is populated during calls such as addVertex
or addOBJ
.
Inherits: Phaser.GameObjects.Mesh#vertices
Source: src/gameobjects/mesh/Mesh.js#L130
Since: 3.50.0
viewMatrix
viewMatrix: Phaser.Math.Matrix4
Description:
The view matrix for this Mesh.
Inherits: Phaser.GameObjects.Mesh#viewMatrix
Source: src/gameobjects/mesh/Mesh.js#L285
Since: 3.50.0
viewPosition
viewPosition: Phaser.Math.Vector3
Description:
The view position for this Mesh.
Use the methodspanX
, panY
and panZ
to adjust the view.
Inherits: Phaser.GameObjects.Mesh#viewPosition
Source: src/gameobjects/mesh/Mesh.js#L274
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
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
width
width: number
Description:
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayWidth
property.
Inherits: Phaser.GameObjects.Components.Size#width
Source: src/gameobjects/components/Size.js#L27
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
_checkerboard
_checkerboard: WebGLTexture
Description:
If this Plane has a checkboard texture, this is a reference to the WebGLTexture being used. Otherwise, it's null.
Access: private
Source: src/gameobjects/plane/Plane.js#L122
Since: 3.60.0
_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
_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
_sizeComponent
_sizeComponent: boolean
Description:
A property indicating that a Game Object has this component.
Access: private
Inherits: Phaser.GameObjects.Components.Size#_sizeComponent
Source: src/gameobjects/components/Size.js#L16
Since: 3.2.0
_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
dirtyCache
dirtyCache: Array.<number>
Description:
An internal cache, used to compare position, rotation, scale and face data
each frame, to avoid math calculations in preUpdate
.
Cache structure = position xyz | rotation xyz | scale xyz | face count | view | ortho
Access: private
Inherits: Phaser.GameObjects.Mesh#dirtyCache
Source: src/gameobjects/mesh/Mesh.js#L252
Since: 3.50.0
isCropped
isCropped: boolean
Description:
Internal flag. Not to be set by this Game Object.
Access: private
Inherits: Phaser.GameObjects.Components.Texture#isCropped
Source: src/gameobjects/components/Texture.js#L39
Since: 3.11.0
totalFrame
totalFrame: number
Description:
Internal cache var for the total number of faces rendered this frame.
See totalRendered
instead for the actual value.
Access: private
Inherits: Phaser.GameObjects.Mesh#totalFrame
Source: src/gameobjects/mesh/Mesh.js#L319
Since: 3.50.0
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
addFace
<instance> addFace(vertex1, vertex2, vertex3)
Description:
Adds a new Face into the faces array of this Mesh.
A Face consists of references to 3 Vertex instances, which must be provided.
Parameters:
name | type | optional | description |
---|---|---|---|
vertex1 | No | The first vertex of the Face. | |
vertex2 | No | The second vertex of the Face. | |
vertex3 | No | The third vertex of the Face. |
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#addFace
Source: src/gameobjects/mesh/Mesh.js#L660
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.Plane - 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.Plane - 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.Plane - This Game Object.
Inherits: Phaser.GameObjects.GameObject#addToUpdateList
Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0
addVertex
<instance> addVertex(x, y, z, u, v, [color], [alpha])
Description:
Adds a new Vertex into the vertices array of this Mesh.
Just adding a vertex isn't enough to render it. You need to also make it part of a Face, with 3 Vertex instances per Face.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The x position of the vertex. | |
y | number | No | The y position of the vertex. | |
z | number | No | The z position of the vertex. | |
u | number | No | The UV u coordinate of the vertex. | |
v | number | No | The UV v coordinate of the vertex. | |
color | number | Yes | "0xffffff" | The color value of the vertex. |
alpha | number | Yes | 1 | The alpha value of the vertex. |
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#addVertex
Source: src/gameobjects/mesh/Mesh.js#L632
Since: 3.50.0
addVertices
<instance> addVertices(vertices, uvs, [indicies], [containsZ], [normals], [colors], [alphas])
Description:
Adds new vertices to this Mesh by parsing the given data.
This method will take vertex data in one of two formats, based on the containsZ
parameter.
If your vertex data are x
, y
pairs, then containsZ
should be false
(this is the default, and will result in z=0
for each vertex).
If your vertex data is groups of x
, y
and z
values, then the containsZ
parameter must be true.
The uvs
parameter is a numeric array consisting of u
and v
pairs.
The normals
parameter is a numeric array consisting of x
, y
vertex normal values and, if containsZ
is true, z
values as well.
The indicies
parameter is an optional array that, if given, is an indexed list of vertices to be added.
The colors
parameter is an optional array, or single value, that if given sets the color of each vertex created.
The alphas
parameter is an optional array, or single value, that if given sets the alpha of each vertex created.
When providing indexed data it is assumed that all of the arrays are indexed, not just the vertices.
The following example will create a 256 x 256 sized quad using an index array:
let mesh = new Mesh(this); // Assuming `this` is a scene!
const vertices = [
-128, 128,
128, 128,
-128, -128,
128, -128
];
const uvs = [
0, 1,
1, 1,
0, 0,
1, 0
];
const indices = [ 0, 2, 1, 2, 3, 1 ];
mesh.addVertices(vertices, uvs, indicies);
// Note: Otherwise the added points will be "behind" the camera! This value will project vertex `x` & `y` values 1:1 to pixel values.
mesh.hideCCW = false;
mesh.setOrtho(mesh.width, mesh.height);
If the data is not indexed, it's assumed that the arrays all contain sequential data.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
vertices | Array.<number> | No | The vertices array. Either | |
uvs | Array.<number> | No | The UVs pairs array. | |
indicies | Array.<number> | Yes | Optional vertex indicies array. If you don't have one, pass | |
containsZ | boolean | Yes | false | Does the vertices data include a |
normals | Array.<number> | Yes | Optional vertex normals array. If you don't have one, pass | |
colors | number | Array.<number> | Yes | "0xffffff" | An array of colors, one per vertex, or a single color value applied to all vertices. |
alphas | number | Array.<number> | Yes | 1 | An array of alpha values, one per vertex, or a single alpha value applied to all vertices. |
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#addVertices
Source: src/gameobjects/mesh/Mesh.js#L685
Since: 3.50.0
addVerticesFromObj
<instance> addVerticesFromObj(key, [scale], [x], [y], [z], [rotateX], [rotateY], [rotateZ], [zIsUp])
Description:
This method will add the data from a triangulated Wavefront OBJ model file to this Mesh.
The data should have been loaded via the OBJFile:
this.load.obj(key, url);
Then use the same key
as the first parameter to this method.
Multiple Mesh Game Objects can use the same model data without impacting on each other.
Make sure your 3D package has triangulated the model data prior to exporting it.
You can add multiple models to a single Mesh, although they will act as one when
moved or rotated. You can scale the model data, should it be too small, or too large, to see.
You can also offset the vertices of the model via the x
, y
and z
parameters.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | No | The key of the model data in the OBJ Cache to add to this Mesh. | |
scale | number | Yes | 1 | An amount to scale the model data by. Use this if the model has exported too small, or large, to see. |
x | number | Yes | 0 | Translate the model x position by this amount. |
y | number | Yes | 0 | Translate the model y position by this amount. |
z | number | Yes | 0 | Translate the model z position by this amount. |
rotateX | number | Yes | 0 | Rotate the model on the x axis by this amount, in radians. |
rotateY | number | Yes | 0 | Rotate the model on the y axis by this amount, in radians. |
rotateZ | number | Yes | 0 | Rotate the model on the z axis by this amount, in radians. |
zIsUp | boolean | Yes | true | Is the z axis up (true), or is y axis up (false)? |
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#addVerticesFromObj
Source: src/gameobjects/mesh/Mesh.js#L546
Since: 3.50.0
clear
<instance> clear()
Description:
Iterates and destroys all current Faces in this Mesh, then resets the
faces
and vertices
arrays.
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#clear
Source: src/gameobjects/mesh/Mesh.js#L524
Since: 3.50.0
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.Plane - 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.Plane - 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.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#clearMask
Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2
clearTint
<instance> clearTint()
Description:
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff on all vertices, which results in no visible change to the texture.
Tags:
- webglOnly
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Mesh#clearTint
Source: src/gameobjects/mesh/Mesh.js#L1136
Since: 3.60.0
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.Plane - 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
createCheckerboard
<instance> createCheckerboard([color1], [color2], [alpha1], [alpha2], [height])
Description:
Creates a checkerboard style texture, based on the given colors and alpha values and applies it to this Plane, replacing any current texture it may have.
The colors are used in an alternating pattern, like a chess board.
Calling this method generates a brand new 16x16 pixel WebGLTexture internally and applies it to this Plane. While quite fast to do, you should still be mindful of calling this method either extensively, or in tight parts of your game.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
color1 | number | Yes | "0xffffff" | The odd cell color, specified as a hex value. |
color2 | number | Yes | "0x0000ff" | The even cell color, specified as a hex value. |
alpha1 | number | Yes | 255 | The odd cell alpha value, specified as a number between 0 and 255. |
alpha2 | number | Yes | 255 | The even cell alpha value, specified as a number between 0 and 255. |
height | number | Yes | 128 | The view height of the Plane after creation, in pixels. |
Source: src/gameobjects/plane/Plane.js#L360
Since: 3.60.0
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
depthSort
<instance> depthSort()
Description:
Runs a depth sort across all Faces in this Mesh, comparing their averaged depth.
This is called automatically if you use any of the rotate
methods, but you can
also invoke it to sort the Faces should you manually position them.
Returns: Phaser.GameObjects.Plane - This Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#depthSort
Source: src/gameobjects/mesh/Mesh.js#L614
Since: 3.50.0
destroy
<instance> destroy([fromScene])
Description:
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
fromScene | boolean | Yes | false |
|
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.Plane - 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
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
getFace
<instance> getFace(index)
Description:
Returns the Face at the given index in this Mesh Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
index | number | No | The index of the Face to get. |
Returns: Phaser.Geom.Mesh.Face - The Face at the given index, or undefined
if index out of range.
Inherits: Phaser.GameObjects.Mesh#getFace
Source: src/gameobjects/mesh/Mesh.js#L792
Since: 3.50.0
getFaceAt
<instance> getFaceAt(x, y, [camera])
Description:
Return an array of Face objects from this Mesh that intersect with the given coordinates.
The given position is translated through the matrix of this Mesh and the given Camera, before being compared against the vertices.
If more than one Face intersects, they will all be returned in the array, but the array will be depth sorted first, so the first element will always be that closest to the camera.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x position to check against. |
y | number | No | The y position to check against. |
camera | Yes | The camera to pass the coordinates through. If not give, the default Scene Camera is used. |
Returns: Array.<Phaser.Geom.Mesh.Face> - An array of Face objects that intersect with the given point, ordered by depth.
Inherits: Phaser.GameObjects.Mesh#getFaceAt
Source: src/gameobjects/mesh/Mesh.js#L843
Since: 3.50.0
getFaceCount
<instance> getFaceCount()
Description:
Returns the total number of Faces in this Mesh Game Object.
Returns: number - The number of Faces in this Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#getFaceCount
Source: src/gameobjects/mesh/Mesh.js#L766
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.
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
getVertexCount
<instance> getVertexCount()
Description:
Returns the total number of Vertices in this Mesh Game Object.
Returns: number - The number of Vertices in this Mesh Game Object.
Inherits: Phaser.GameObjects.Mesh#getVertexCount
Source: src/gameobjects/mesh/Mesh.js#L779
Since: 3.50.0
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
hasFaceAt
<instance> hasFaceAt(x, y, [camera])
Description:
Tests to see if any face in this Mesh intersects with the given coordinates.
The given position is translated through the matrix of this Mesh and the given Camera, before being compared against the vertices.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x position to check against. |
y | number | No | The y position to check against. |
camera | Yes | The camera to pass the coordinates through. If not give, the default Scene Camera is used. |
Returns: boolean - Returns true
if any face of this Mesh intersects with the given coordinate, otherwise false
.
Inherits: Phaser.GameObjects.Mesh#hasFaceAt
Source: src/gameobjects/mesh/Mesh.js#L807
Since: 3.60.0
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.Plane - 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
isDirty
<instance> isDirty()
Description:
Checks if the transformation data in this mesh is dirty.
This is used internally by the preUpdate
step to determine if the vertices should
be recalculated or not.
Returns: boolean - Returns true
if the data of this mesh is dirty, otherwise false
.
Inherits: Phaser.GameObjects.Mesh#isDirty
Source: src/gameobjects/mesh/Mesh.js#L949
Since: 3.50.0
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
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.Plane - 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.Plane - 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.Plane - this
.
Inherits: Phaser.Events.EventEmitter#once
Source: src/events/EventEmitter.js#L124
Since: 3.0.0
panX
<instance> panX(v)
Description:
Translates the view position of this Mesh on the x axis by the given amount.
Parameters:
name | type | optional | description |
---|---|---|---|
v | number | No | The amount to pan by. |
Inherits: Phaser.GameObjects.Mesh#panX
Source: src/gameobjects/mesh/Mesh.js#L399
Since: 3.50.0
panY
<instance> panY(v)
Description:
Translates the view position of this Mesh on the y axis by the given amount.
Parameters:
name | type | optional | description |
---|---|---|---|
v | number | No | The amount to pan by. |
Inherits: Phaser.GameObjects.Mesh#panY
Source: src/gameobjects/mesh/Mesh.js#L416
Since: 3.50.0
panZ
<instance> panZ(v)
Description:
Translates the view position of this Mesh on the z axis by the given amount.
As the default panZ
value is 0, vertices with z=0
(the default) need special
care or else they will not display as they are "behind" the camera.
Consider using mesh.panZ(mesh.height / (2 * Math.tan(Math.PI / 16)))
,
which will interpret vertex geometry 1:1 with pixel geometry (or see setOrtho
).
Parameters:
name | type | optional | description |
---|---|---|---|
v | number | No | The amount to pan by. |
Inherits: Phaser.GameObjects.Mesh#panZ
Source: src/gameobjects/mesh/Mesh.js#L433
Since: 3.50.0
play
<instance> play(key, [ignoreIfPlaying])
Description:
Start playing the given animation on this Plane.
Animations in Phaser can either belong to the global Animation Manager, or specifically to this Plane.
The benefit of a global animation is that multiple Game Objects can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any animating Game Object.
The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
var config = {
key: 'run',
frames: 'muybridge',
frameRate: 15,
repeat: -1
};
// This code should be run from within a Scene:
this.anims.create(config);
However, if you wish to create an animation that is unique to this Plane, and this Plane alone,
you can call the Animation.create
method instead. It accepts the exact same parameters as when
creating a global animation, however the resulting data is kept locally in this Plane.
With the animation created, either globally or locally, you can now play it on this Plane:
const plane = this.add.plane(...);
plane.play('run');
Alternatively, if you wish to run it at a different frame rate for example, you can pass a config object instead:
const plane = this.add.plane(...);
plane.play({ key: 'run', frameRate: 24 });
When playing an animation on a Plane it will first check to see if it can find a matching key locally within the Plane. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
If you need a Plane to be able to play both local and global animations, make sure they don't have conflicting keys.
See the documentation for the PlayAnimationConfig
config object for more details about this.
Also, see the documentation in the Animation Manager for further details on creating animations.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
ignoreIfPlaying | boolean | Yes | false | If an animation is already playing then ignore this call. |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Source: src/gameobjects/plane/Plane.js#L441
Since: 3.60.0
playAfterDelay
<instance> playAfterDelay(key, delay)
Description:
Waits for the specified delay, in milliseconds, then starts playback of the given animation.
If the animation also has a delay value set in its config, it will be added to the delay given here.
If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.
If no animation is currently running, the given one begins after the delay.
When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | Phaser.Animations.Animation | No | |
delay | number | No | The delay, in milliseconds, to wait before starting the animation playing. |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Source: src/gameobjects/plane/Plane.js#L575
Since: 3.60.0
playAfterRepeat
<instance> playAfterRepeat(key, [repeatCount])
Description:
Waits for the current animation to complete the repeatCount
number of repeat cycles, then starts playback
of the given animation.
You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.
If no animation is currently running, the given one will start immediately.
When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
repeatCount | number | Yes | 1 | How many times should the animation repeat before the next one starts? |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Source: src/gameobjects/plane/Plane.js#L603
Since: 3.60.0
playReverse
<instance> playReverse(key, [ignoreIfPlaying])
Description:
Start playing the given animation on this Plane, in reverse.
Animations in Phaser can either belong to the global Animation Manager, or specifically to a Game Object.
The benefit of a global animation is that multiple Game Objects can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any animating Game Object.
The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
var config = {
key: 'run',
frames: 'muybridge',
frameRate: 15,
repeat: -1
};
// This code should be run from within a Scene:
this.anims.create(config);
However, if you wish to create an animation that is unique to this Game Object, and this Game Object alone,
you can call the Animation.create
method instead. It accepts the exact same parameters as when
creating a global animation, however the resulting data is kept locally in this Game Object.
With the animation created, either globally or locally, you can now play it on this Game Object:
const plane = this.add.plane(...);
plane.playReverse('run');
Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:
const plane = this.add.plane(...);
plane.playReverse({ key: 'run', frameRate: 24 });
When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.
If you need a Game Object to be able to play both local and global animations, make sure they don't have conflicting keys.
See the documentation for the PlayAnimationConfig
config object for more details about this.
Also, see the documentation in the Animation Manager for further details on creating animations.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
ignoreIfPlaying | boolean | Yes | false | If an animation is already playing then ignore this call. |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Source: src/gameobjects/plane/Plane.js#L508
Since: 3.60.0
preDestroy
<instance> preDestroy([width], [height], [tile])
Description:
Modifies the layout of this Plane by adjusting the grid dimensions to the given width and height. The values are given in cells, not pixels.
The tile
parameter allows you to control if the texture is tiled, or
applied across the entire Plane? A tiled texture will repeat with one
iteration per cell. A non-tiled texture will be applied across the whole
Plane.
Note that if this Plane is using a single texture, not from a texture atlas
or sprite sheet, then you can use the Plane.uvScale
method to have much
more fine-grained control over the texture tiling.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
width | number | Yes | 8 | The width of this Plane, in cells, not pixels. |
height | number | Yes | 8 | The height of this Plane, in cells, not pixels. |
tile | boolean | Yes | false | Is the texture tiled? I.e. repeated across each cell. |
Overrides: Phaser.GameObjects.Mesh#preDestroy
Source: src/gameobjects/plane/Plane.js#L176
Since: 3.60.0
preUpdate
<instance> preUpdate(time, delta)
Description:
Runs the preUpdate for this Plane, which will check its Animation State, if one is playing, and refresh view / model matrices, if updated.
Access: protected
Parameters:
name | type | optional | description |
---|---|---|---|
time | number | No | The current timestamp. |
delta | number | No | The delta time, in ms, elapsed since the last frame. |
Overrides: Phaser.GameObjects.Mesh#preUpdate
Source: src/gameobjects/plane/Plane.js#L718
Since: 3.60.0
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.Plane - this
.
Inherits: Phaser.Events.EventEmitter#removeAllListeners
Source: src/events/EventEmitter.js#L165
Since: 3.0.0
removeCheckerboard
<instance> removeCheckerboard()
Description:
If this Plane has a Checkerboard Texture, this method will destroy it and reset the internal flag for it.
Source: src/gameobjects/plane/Plane.js#L424
Since: 3.60.0
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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline
Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0
renderDebug
<instance> renderDebug(src, faces)
Description:
The built-in Mesh debug rendering method.
See Mesh.setDebug
for more details.
Parameters:
name | type | optional | description |
---|---|---|---|
src | No | The Mesh object being rendered. | |
faces | Array.<Phaser.Geom.Mesh.Face> | No | An array of Faces. |
Inherits: Phaser.GameObjects.Mesh#renderDebug
Source: src/gameobjects/mesh/Mesh.js#L1091
Since: 3.50.0
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
rotateX
<instance> rotateX()
Description:
The x rotation of the Model in 3D space, as specified in degrees.
If you need the value in radians use the modelRotation.x
property directly.
Returns: number - undefined
Inherits: Phaser.GameObjects.Mesh#rotateX
Source: src/gameobjects/mesh/Mesh.js#L1324
Since: 3.60.0
rotateY
<instance> rotateY()
Description:
The y rotation of the Model in 3D space, as specified in degrees.
If you need the value in radians use the modelRotation.y
property directly.
Returns: number - undefined
Inherits: Phaser.GameObjects.Mesh#rotateY
Source: src/gameobjects/mesh/Mesh.js#L1347
Since: 3.60.0
rotateZ
<instance> rotateZ()
Description:
The z rotation of the Model in 3D space, as specified in degrees.
If you need the value in radians use the modelRotation.z
property directly.
Returns: number - undefined
Inherits: Phaser.GameObjects.Mesh#rotateZ
Source: src/gameobjects/mesh/Mesh.js#L1370
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 | No | The Game Object that this Game Object will be moved to be above. |
Returns: Phaser.GameObjects.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setDataEnabled
Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0
setDebug
<instance> setDebug([graphic], [callback])
Description:
This method enables rendering of the Mesh vertices to the given Graphics instance.
If you enable this feature, you must call Graphics.clear()
in your Scene update
,
otherwise the Graphics instance you provide to debug will fill-up with draw calls,
eventually crashing the browser. This is not done automatically to allow you to debug
draw multiple Mesh objects to a single Graphics instance.
The Mesh class has a built-in debug rendering callback Mesh.renderDebug
, however
you can also provide your own callback to be used instead. Do this by setting the callback
parameter.
The callback is invoked once per render and sent the following parameters:
callback(src, faces)
src
is the Mesh instance being debugged.
faces
is an array of the Faces that were rendered.
You can get the final drawn vertex position from a Face object like this:
let face = faces[i];
let x0 = face.vertex1.tx;
let y0 = face.vertex1.ty;
let x1 = face.vertex2.tx;
let y1 = face.vertex2.ty;
let x2 = face.vertex3.tx;
let y2 = face.vertex3.ty;
graphic.strokeTriangle(x0, y0, x1, y1, x2, y2);
If using your own callback you do not have to provide a Graphics instance to this method.
To disable debug rendering, to either your own callback or the built-in one, call this method with no arguments.
Parameters:
name | type | optional | description |
---|---|---|---|
graphic | Yes | The Graphic instance to render to if using the built-in callback. | |
callback | function | Yes | The callback to invoke during debug render. Leave as undefined to use the built-in callback. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Mesh#setDebug
Source: src/gameobjects/mesh/Mesh.js#L883
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.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setDepth
Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0
setDisplaySize
<instance> setDisplaySize(width, height)
Description:
Sets the display size of this Game Object.
Calling this will adjust the scale.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setDisplaySize
Source: src/gameobjects/components/Size.js#L166
Since: 3.0.0
setFrame
<instance> setFrame(frame, [updateSize], [updateOrigin])
Description:
Sets the frame this Game Object will use to render with.
If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.
If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.
Calling setFrame
will modify the width
and height
properties of your Game Object.
It will also change the origin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
frame | string | number | No | ||
updateSize | boolean | Yes | true | Should this call adjust the size of the Game Object? |
updateOrigin | boolean | Yes | true | Should this call adjust the origin of the Game Object? |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Texture#setFrame
Source: src/gameobjects/components/Texture.js#L75
Since: 3.0.0
setInteractive
<instance> setInteractive([config])
Description:
Pass this Mesh Game Object to the Input Manager to enable it for Input.
Unlike other Game Objects, the Mesh Game Object uses its own special hit area callback, which you cannot override.
Parameters:
name | type | optional | description |
---|---|---|---|
config | Yes | An input configuration object but it will ignore hitArea, hitAreaCallback and pixelPerfect with associated alphaTolerance properties. |
Returns: Phaser.GameObjects.Plane - This GameObject.
Inherits: Phaser.GameObjects.Mesh#setInteractive
Source: src/gameobjects/mesh/Mesh.js#L1153
Since: 3.60.0
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.Plane - 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.Plane - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setName
Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0
setOrtho
<instance> setOrtho([scaleX], [scaleY], [near], [far])
Description:
Builds a new orthographic projection matrix from the given values.
If using this mode you will often need to set Mesh.hideCCW
to false
as well.
By default, calling this method with no parameters will set the scaleX value to
match the renderer's aspect ratio. If you would like to render vertex positions 1:1
to pixel positions, consider calling as mesh.setOrtho(mesh.width, mesh.height)
.
See also setPerspective
.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
scaleX | number | Yes | 1 | The default horizontal scale in relation to the Mesh / Renderer dimensions. |
scaleY | number | Yes | 1 | The default vertical scale in relation to the Mesh / Renderer dimensions. |
near | number | Yes | -1000 | The near value of the view. |
far | number | Yes | 1000 | The far value of the view. |
Inherits: Phaser.GameObjects.Mesh#setOrtho
Source: src/gameobjects/mesh/Mesh.js#L488
Since: 3.50.0
setPerspective
<instance> setPerspective(width, height, [fov], [near], [far])
Description:
Builds a new perspective projection matrix from the given values.
These are also the initial projection matrix and parameters for Mesh
(see Mesh.panZ
for more discussion).
See also setOrtho
.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
width | number | No | The width of the projection matrix. Typically the same as the Mesh and/or Renderer. | |
height | number | No | The height of the projection matrix. Typically the same as the Mesh and/or Renderer. | |
fov | number | Yes | 45 | The field of view, in degrees. |
near | number | Yes | 0.01 | The near value of the view. |
far | number | Yes | 1000 | The far value of the view. |
Inherits: Phaser.GameObjects.Mesh#setPerspective
Source: src/gameobjects/mesh/Mesh.js#L456
Since: 3.50.0
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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0
setSize
<instance> setSize(width, height)
Description:
Sets the internal size of this Game Object, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSize
Source: src/gameobjects/components/Size.js#L139
Since: 3.0.0
setSizeToFrame
<instance> setSizeToFrame([resetUV])
Description:
An internal method that resets the perspective projection for this Plane when it changes texture or frame, and also resets the cell UV coordinates, if required.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetUV | boolean | Yes | true | Reset all of the cell UV coordinates? |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Source: src/gameobjects/plane/Plane.js#L227
Since: 3.60.0
setSizeToFrame
<instance> setSizeToFrame([resetUV])
Description:
An internal method that resets the perspective projection for this Plane when it changes texture or frame, and also resets the cell UV coordinates, if required.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetUV | boolean | Yes | true | Reset all of the cell UV coordinates? |
Overrides: Phaser.GameObjects.Mesh#setSizeToFrame
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame
Source: src/gameobjects/plane/Plane.js#L227
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.Plane - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setState
Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0
setTexture
<instance> setTexture(key, [frame], [updateSize], [updateOrigin])
Description:
Sets the texture and frame this Game Object will use to render with.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
Calling this method will modify the width
and height
properties of your Game Object.
It will also change the origin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Textures.Texture | No | The key of the texture to be used, as stored in the Texture Manager, or a Texture instance. | |
frame | string | number | Yes | The name or index of the frame within the Texture. | |
updateSize | boolean | Yes | true | Should this call adjust the size of the Game Object? |
updateOrigin | boolean | Yes | true | Should this call change the origin of the Game Object? |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Texture#setTexture
Source: src/gameobjects/components/Texture.js#L49
Since: 3.0.0
setTint
<instance> setTint([tint])
Description:
Sets an additive tint on all vertices of this Mesh Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once.
To remove a tint call clearTint
.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
tint | number | Yes | "0xffffff" | The tint being applied to all vertices of this Mesh Game Object. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Mesh#setTint
Source: src/gameobjects/mesh/Mesh.js#L1198
Since: 3.60.0
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.Plane - 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.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToTop
Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0
setViewHeight
<instance> setViewHeight([value])
Description:
Sets the height of this Plane to match the given value, in pixels.
This adjusts the Plane.viewPosition.z
value to achieve this.
If no value
parameter is given, it will set the view height to match
that of the current texture frame the Plane is using.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | Yes | The height, in pixels, to set this Plane view height to. |
Source: src/gameobjects/plane/Plane.js#L336
Since: 3.60.0
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.Plane - 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.Plane - 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.Plane - 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.Plane - 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.Plane - 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
sortByDepth
<instance> sortByDepth(faceA, faceB)
Description:
Compare the depth of two Faces.
Parameters:
name | type | optional | description |
---|---|---|---|
faceA | No | The first Face. | |
faceB | No | The second Face. |
Returns: number - The difference between the depths of each Face.
Inherits: Phaser.GameObjects.Mesh#sortByDepth
Source: src/gameobjects/mesh/Mesh.js#L598
Since: 3.50.0
stop
<instance> stop()
Description:
Immediately stops the current animation from playing and dispatches the ANIMATION_STOP
events.
If no animation is playing, no event will be dispatched.
If there is another animation queued (via the chain
method) then it will start playing immediately.
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Source: src/gameobjects/plane/Plane.js#L630
Since: 3.60.0
stopAfterDelay
<instance> stopAfterDelay(delay)
Description:
Stops the current animation from playing after the specified time delay, given in milliseconds.
It then dispatches the ANIMATION_STOP
event.
If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the chain
method) then it will start playing,
when the current one stops.
Parameters:
name | type | optional | description |
---|---|---|---|
delay | number | No | The number of milliseconds to wait before stopping this animation. |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Source: src/gameobjects/plane/Plane.js#L648
Since: 3.60.0
stopAfterRepeat
<instance> stopAfterRepeat([repeatCount])
Description:
Stops the current animation from playing after the given number of repeats.
It then dispatches the ANIMATION_STOP
event.
If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the chain
method) then it will start playing,
when the current one stops.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
repeatCount | number | Yes | 1 | How many times should the animation repeat before stopping? |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Source: src/gameobjects/plane/Plane.js#L671
Since: 3.60.0
stopOnFrame
<instance> stopOnFrame(frame)
Description:
Stops the current animation from playing when it next sets the given frame. If this frame doesn't exist within the animation it will not stop it from playing.
It then dispatches the ANIMATION_STOP
event.
If no animation is running, no events will be dispatched.
If there is another animation in the queue (set via the chain
method) then it will start playing,
when the current one stops.
Parameters:
name | type | optional | description |
---|---|---|---|
frame | No | The frame to check before stopping this animation. |
Returns: Phaser.GameObjects.Plane - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Source: src/gameobjects/plane/Plane.js#L694
Since: 3.60.0
tint
<instance> tint()
Description:
The tint value being applied to the whole of the Game Object. This property is a setter-only.
Tags:
- webglOnly
Returns: number - undefined
Inherits: Phaser.GameObjects.Mesh#tint
Source: src/gameobjects/mesh/Mesh.js#L1307
Since: 3.60.0
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.Plane - 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
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
uvScale
<instance> uvScale(x, y)
Description:
Scales the UV texture coordinates of all faces in this Mesh by the exact given amounts.
If you only wish to scale one coordinate, pass a value of one to the other.
Due to a limitation in WebGL1 you can only UV scale textures that are a power-of-two in size. Scaling NPOT textures will work but will result in clamping the pixels to the edges if you scale beyond a value of 1. Scaling below 1 will work regardless of texture size.
Note that if this Mesh is using a frame from a texture atlas then you will be unable to UV scale its texture.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The amount to horizontally scale the UV coordinates by. |
y | number | No | The amount to vertically scale the UV coordinates by. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Mesh#uvScale
Source: src/gameobjects/mesh/Mesh.js#L1270
Since: 3.60.0
uvScroll
<instance> uvScroll(x, y)
Description:
Scrolls the UV texture coordinates of all faces in this Mesh by adding the given x/y amounts to them.
If you only wish to scroll one coordinate, pass a value of zero to the other.
Use small values for scrolling. UVs are set from the range 0 to 1, so you should increment (or decrement) them by suitably small values, such as 0.01.
Due to a limitation in WebGL1 you can only UV scroll textures that are a power-of-two in size. Scrolling NPOT textures will work but will result in clamping the pixels to the edges.
Note that if this Mesh is using a frame from a texture atlas then you will be unable to UV scroll its texture.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The amount to horizontally shift the UV coordinates by. |
y | number | No | The amount to vertically shift the UV coordinates by. |
Returns: Phaser.GameObjects.Plane - This Game Object instance.
Inherits: Phaser.GameObjects.Mesh#uvScroll
Source: src/gameobjects/mesh/Mesh.js#L1231
Since: 3.60.0
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
preDestroy
<instance> preDestroy()
Description:
Handles the pre-destroy step for the Plane, which removes the vertices and debug callbacks.
Access: private
Overrides: Phaser.GameObjects.Mesh#preDestroy
Source: src/gameobjects/plane/Plane.js#L736
Since: 3.60.0
renderCanvas
<instance> renderCanvas(renderer, src, camera)
Description:
This is a stub function for Mesh.Render. There is no Canvas renderer for Mesh objects.
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. |
Inherits: Phaser.GameObjects.Mesh#renderCanvas
Source: src/gameobjects/mesh/MeshCanvasRenderer.js#L7
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 |
Overrides: Phaser.GameObjects.Mesh#renderWebGL
Inherits: Phaser.GameObjects.Mesh#renderWebGL
Source: src/gameobjects/mesh/MeshWebGLRenderer.js#L9
Since: 3.0.0