RenderTexture

Phaser.GameObjects.RenderTexture

A Render Texture is a combination of Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.

A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.

You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.

It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.

In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.

When should you use a Render Texture vs. a Dynamic Texture?

You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.

You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.

You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.

Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it, create your shape as a texture in an art package, then draw that to this texture.

Constructor

new RenderTexture(scene, [x], [y], [width], [height])

Parameters

name

type

optional

default

description

scene

Phaser.Scene

No

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

x

number

Yes

0

The horizontal position of this Game Object in the world.

y

number

Yes

0

The vertical position of this Game Object in the world.

width

number

Yes

32

The width of the Render Texture.

height

number

Yes

32

The height of the Render Texture.


Scope: static

Extends

Phaser.GameObjects.Image

Source: src/gameobjects/rendertexture/RenderTexture.js#L11
Since: 3.2.0

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.Alpha#alpha

Source: src/gameobjects/components/Alpha.js#L129
Since: 3.0.0


alphaBottomLeft

alphaBottomLeft: number

Description:

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft

Source: src/gameobjects/components/Alpha.js#L227
Since: 3.0.0


alphaBottomRight

alphaBottomRight: number

Description:

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight

Source: src/gameobjects/components/Alpha.js#L257
Since: 3.0.0


alphaTopLeft

alphaTopLeft: number

Description:

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft

Source: src/gameobjects/components/Alpha.js#L167
Since: 3.0.0


alphaTopRight

alphaTopRight: number

Description:

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight

Source: src/gameobjects/components/Alpha.js#L197
Since: 3.0.0


angle

angle: number

Description:

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Inherits: Phaser.GameObjects.Components.Transform#angle

Source: src/gameobjects/components/Transform.js#L211
Since: 3.0.0


blendMode

blendMode: Phaser.BlendModes, string, number

Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

Inherits: Phaser.GameObjects.Components.BlendMode#blendMode

Source: src/gameobjects/components/BlendMode.js#L30
Since: 3.0.0


body

body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType

Description:

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Inherits: Phaser.GameObjects.GameObject#body

Source: src/gameobjects/GameObject.js#L186
Since: 3.0.0


camera

camera: Phaser.Cameras.Scene2D.BaseCamera

Description:

An internal Camera that can be used to move around this Render Texture.

Control it just like you would any Scene Camera. The difference is that it only impacts the placement of Game Objects that you then draw to this texture.

You can scroll, zoom and rotate this Camera.

This property is a reference to RenderTexture.texture.camera.

Source: src/gameobjects/rendertexture/RenderTexture.js#L79
Since: 3.12.0


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


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


displayOriginX

displayOriginX: number

Description:

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Inherits: Phaser.GameObjects.Components.Origin#displayOriginX

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


displayOriginY

displayOriginY: number

Description:

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Inherits: Phaser.GameObjects.Components.Origin#displayOriginY

Source: src/gameobjects/components/Origin.js#L88
Since: 3.0.0


displayWidth

displayWidth: number

Description:

The 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


flipX

flipX: boolean

Description:

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Inherits: Phaser.GameObjects.Components.Flip#flipX

Source: src/gameobjects/components/Flip.js#L17
Since: 3.0.0


flipY

flipY: boolean

Description:

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Inherits: Phaser.GameObjects.Components.Flip#flipY

Source: src/gameobjects/components/Flip.js#L31
Since: 3.0.0


frame

frame: Phaser.Textures.Frame

Description:

The Texture Frame this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.TextureCrop#frame

Source: src/gameobjects/components/TextureCrop.js#L30
Since: 3.0.0


hasPostPipeline

hasPostPipeline: boolean

Description:

Does this Game Object have any Post Pipelines set?

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0


hasTransformComponent

hasTransformComponent: boolean

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0


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


ignoreDestroy

ignoreDestroy: boolean

Description:

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

Inherits: Phaser.GameObjects.GameObject#ignoreDestroy

Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0


input

input: Phaser.Types.Input.InteractiveObject

Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Inherits: Phaser.GameObjects.GameObject#input

Source: src/gameobjects/GameObject.js#L175
Since: 3.0.0


isCropped

isCropped: boolean

Description:

A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after setCrop has been called, to turn cropping on or off. Equally, calling setCrop with no arguments will reset the crop and disable it.

Inherits: Phaser.GameObjects.Components.TextureCrop#isCropped

Source: src/gameobjects/components/TextureCrop.js#L39
Since: 3.11.0


isTinted

isTinted: boolean

Description:

Does this Game Object have a tint applied?

It checks to see if the 4 tint properties are set to the value 0xffffff and that the tintFill property is false. This indicates that a Game Object isn't tinted.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Tint#isTinted

Source: src/gameobjects/components/Tint.js#L205
Since: 3.11.0


mask

mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask

Description:

The Mask this Game Object is using during render.

Inherits: Phaser.GameObjects.Components.Mask#mask

Source: src/gameobjects/components/Mask.js#L19
Since: 3.0.0


name

name: string

Description:

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Inherits: Phaser.GameObjects.GameObject#name

Source: src/gameobjects/GameObject.js#L102
Since: 3.0.0


originX

originX: number

Description:

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object. Set this value with setOrigin().

Inherits: Phaser.GameObjects.Components.Origin#originX

Source: src/gameobjects/components/Origin.js#L30
Since: 3.0.0


originY

originY: number

Description:

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object. Set this value with setOrigin().

Inherits: Phaser.GameObjects.Components.Origin#originY

Source: src/gameobjects/components/Origin.js#L45
Since: 3.0.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

The parent Container of this Game Object, if it has one.

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0


pipeline

pipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The current WebGL pipeline of this Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipeline

Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0


pipelineData

pipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData

Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0


postFX

postFX: Phaser.GameObjects.Components.FX

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0


postPipelineData

postPipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0


postPipelines

postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0


preFX

preFX: Phaser.GameObjects.Components.FX

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0


renderFlags

renderFlags: number

Description:

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Inherits: Phaser.GameObjects.GameObject#renderFlags

Source: src/gameobjects/GameObject.js#L148
Since: 3.0.0


rotation

rotation: number

Description:

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

Inherits: Phaser.GameObjects.Components.Transform#rotation

Source: src/gameobjects/components/Transform.js#L238
Since: 3.0.0


scale

scale: number

Description:

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Inherits: Phaser.GameObjects.Components.Transform#scale

Source: src/gameobjects/components/Transform.js#L113
Since: 3.18.0


scaleX

scaleX: number

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0


scaleY

scaleY: number

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

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

Game Objects can only belong to one Scene.

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

Inherits: Phaser.GameObjects.GameObject#scene

Source: src/gameobjects/GameObject.js#L39
Since: 3.0.0


scrollFactorX

scrollFactorX: number

Description:

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX

Source: src/gameobjects/components/ScrollFactor.js#L16
Since: 3.0.0


scrollFactorY

scrollFactorY: number

Description:

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY

Source: src/gameobjects/components/ScrollFactor.js#L40
Since: 3.0.0


state

state: number, string

Description:

The current state of this Game Object.

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

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

Inherits: Phaser.GameObjects.GameObject#state

Source: src/gameobjects/GameObject.js#L77
Since: 3.16.0


tabIndex

tabIndex: number

Description:

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

Inherits: Phaser.GameObjects.GameObject#tabIndex

Source: src/gameobjects/GameObject.js#L125
Since: 3.0.0


texture

texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture

Description:

The Texture this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.TextureCrop#texture

Source: src/gameobjects/components/TextureCrop.js#L21
Since: 3.0.0


tint

tint: number

Description:

The tint value being applied to the whole of the Game Object. Return tintTopLeft when read this tint property.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Tint#tint

Source: src/gameobjects/components/Tint.js#L183
Since: 3.0.0


tintBottomLeft

tintBottomLeft: number

Description:

The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Inherits: Phaser.GameObjects.Components.Tint#tintBottomLeft

Source: src/gameobjects/components/Tint.js#L42
Since: 3.0.0


tintBottomRight

tintBottomRight: number

Description:

The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Inherits: Phaser.GameObjects.Components.Tint#tintBottomRight

Source: src/gameobjects/components/Tint.js#L54
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 vertices colors replace the texture, but respects texture alpha.

Inherits: Phaser.GameObjects.Components.Tint#tintFill

Source: src/gameobjects/components/Tint.js#L66
Since: 3.11.0


tintTopLeft

tintTopLeft: number

Description:

The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Inherits: Phaser.GameObjects.Components.Tint#tintTopLeft

Source: src/gameobjects/components/Tint.js#L18
Since: 3.0.0


tintTopRight

tintTopRight: number

Description:

The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Inherits: Phaser.GameObjects.Components.Tint#tintTopRight

Source: src/gameobjects/components/Tint.js#L30
Since: 3.0.0


type

type: string

Description:

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

Inherits: Phaser.GameObjects.GameObject#type

Source: src/gameobjects/GameObject.js#L67
Since: 3.0.0


visible

visible: boolean

Description:

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Inherits: Phaser.GameObjects.Components.Visible#visible

Source: src/gameobjects/components/Visible.js#L31
Since: 3.0.0


w

w: number

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0


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.Alpha#_alpha

Source: src/gameobjects/components/Alpha.js#L22
Since: 3.0.0


_alphaBL

_alphaBL: number

Description:

Private internal value. Holds the bottom-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL

Source: src/gameobjects/components/Alpha.js#L55
Since: 3.0.0


_alphaBR

_alphaBR: number

Description:

Private internal value. Holds the bottom-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR

Source: src/gameobjects/components/Alpha.js#L66
Since: 3.0.0


_alphaTL

_alphaTL: number

Description:

Private internal value. Holds the top-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL

Source: src/gameobjects/components/Alpha.js#L33
Since: 3.0.0


_alphaTR

_alphaTR: number

Description:

Private internal value. Holds the top-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR

Source: src/gameobjects/components/Alpha.js#L44
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


_crop

_crop: object

Description:

The internal crop data object, as used by setCrop and passed to the Frame.setCropUVs method.

Access: private

Inherits: Phaser.GameObjects.Image#_crop

Source: src/gameobjects/image/Image.js#L78
Since: 3.11.0


_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


_originComponent

_originComponent: boolean

Description:

A property indicating that a Game Object has this component.

Access: private

Inherits: Phaser.GameObjects.Components.Origin#_originComponent

Source: src/gameobjects/components/Origin.js#L19
Since: 3.2.0


_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


_saved

_saved: boolean

Description:

Internal saved texture flag.

Access: private

Source: src/gameobjects/rendertexture/RenderTexture.js#L95
Since: 3.12.0


_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


Public Methods

addedToScene

<instance> addedToScene()

Description:

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#addedToScene

Source: src/gameobjects/GameObject.js#L562
Since: 3.50.0


addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.RenderTexture - 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

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

Yes

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

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

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0


batchDraw

<instance> batchDraw(entries, [x], [y], [alpha], [tint])

Description:

Use this method if you have already called beginDraw and need to batch draw a large number of objects to this Render Texture.

This method batches the drawing of the given objects to this texture, without causing a WebGL bind or batch flush for each one.

It is faster than calling draw, but you must be careful to manage the flow of code and remember to call endDraw(). If you don't need to draw large numbers of objects it's much safer and easier to use the draw method instead.

The flow should be:

// Call once:
RenderTexture.beginDraw();

// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();

// Call once:
RenderTexture.endDraw();

Do not call any methods other than batchDraw, batchDrawFrame, or endDraw once you have started a batch. Also, be very careful not to destroy this Render Texture while the batch is still open. Doing so will cause a run-time error in the WebGL Renderer.

You can use the RenderTexture.texture.isDrawing boolean property to tell if a batch is currently open, or not.

This method can accept any of the following:

  • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
  • Tilemap Layers.
  • A Group. The contents of which will be iterated and drawn in turn.
  • A Container. The contents of which will be iterated fully, and drawn in turn.
  • A Scene's Display List. Pass in Scene.children to draw the whole list.
  • Another Dynamic Texture or Render Texture.
  • A Texture Frame instance.
  • A string. This is used to look-up a texture from the Texture Manager.

Note: You cannot draw a Render Texture to itself.

If passing in a Group or Container it will only draw children that return true when their willRender() method is called. I.e. a Container with 10 children, 5 of which have visible=false will only draw the 5 visible ones.

If passing in an array of Game Objects it will draw them all, regardless if they pass a willRender check or not.

You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame. If you need to specify exactly which frame to draw then use the method drawFrame instead.

You can pass in the x and y coordinates to draw the objects at. The use of the coordinates differ based on what objects are being drawn. If the object is a Group, Container or Display List, the coordinates are added to the positions of the children. For all other types of object, the coordinates are exact.

The alpha and tint values are only used by Texture Frames. Game Objects use their own alpha and tint values when being drawn.

Parameters:

name

type

optional

default

description

entries

any

No

Any renderable Game Object, or Group, Container, Display List, other Dynamic or Texture, Texture Frame or an array of any of these.

x

number

Yes

0

The x position to draw the Frame at, or the offset applied to the object.

y

number

Yes

0

The y position to draw the Frame at, or the offset applied to the object.

alpha

number

Yes

1

The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha.

tint

number

Yes

"0xffffff"

The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L529
Since: 3.50.0


batchDrawFrame

<instance> batchDrawFrame(key, [frame], [x], [y], [alpha], [tint])

Description:

Use this method if you have already called beginDraw and need to batch draw a large number of texture frames to this Render Texture.

This method batches the drawing of the given frames to this Render Texture, without causing a WebGL bind or batch flush for each one.

It is faster than calling drawFrame, but you must be careful to manage the flow of code and remember to call endDraw(). If you don't need to draw large numbers of frames it's much safer and easier to use the drawFrame method instead.

The flow should be:

// Call once:
RenderTexture.beginDraw();

// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();

// Call once:
RenderTexture.endDraw();

Do not call any methods other than batchDraw, batchDrawFrame, or endDraw once you have started a batch. Also, be very careful not to destroy this Render Texture while the batch is still open. Doing so will cause a run-time error in the WebGL Renderer.

You can use the RenderTexture.texture.isDrawing boolean property to tell if a batch is currently open, or not.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.

Parameters:

name

type

optional

default

description

key

string

No

The key of the texture to be used, as stored in the Texture Manager.

frame

string | number

Yes

The name or index of the frame within the Texture.

x

number

Yes

0

The x position to draw the frame at.

y

number

Yes

0

The y position to draw the frame at.

alpha

number

Yes

1

The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha.

tint

number

Yes

"0xffffff"

The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L612
Since: 3.50.0


beginDraw

<instance> beginDraw()

Description:

Use this method if you need to batch draw a large number of Game Objects to this Render Texture in a single pass, or on a frequent basis. This is especially useful under WebGL, however, if your game is using Canvas only, it will not make any speed difference in that situation.

This method starts the beginning of a batched draw, unless one is already open.

Batched drawing is faster than calling draw in loop, but you must be careful to manage the flow of code and remember to call endDraw() when you're finished.

If you don't need to draw large numbers of objects it's much safer and easier to use the draw method instead.

The flow should be:

// Call once:
RenderTexture.beginDraw();

// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();

// Call once:
RenderTexture.endDraw();

Do not call any methods other than batchDraw, batchDrawFrame, or endDraw once you have started a batch. Also, be very careful not to destroy this Render Texture while the batch is still open. Doing so will cause a run-time error in the WebGL Renderer.

You can use the RenderTexture.texture.isDrawing boolean property to tell if a batch is currently open, or not.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L481
Since: 3.50.0


clear

<instance> clear()

Description:

Fully clears this Render Texture, erasing everything from it and resetting it back to a blank, transparent, texture.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L246
Since: 3.2.0


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.RenderTexture - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha

Source: src/gameobjects/components/Alpha.js#L77
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.RenderTexture - 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.RenderTexture - 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 and the tint type to 'additive', which results in no visible change to the texture.

Tags:

  • webglOnly

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

Inherits: Phaser.GameObjects.Components.Tint#clearTint

Source: src/gameobjects/components/Tint.js#L79
Since: 3.0.0


copyPosition

<instance> copyPosition(source)

Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

Returns: Phaser.GameObjects.RenderTexture - 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 null it will generate an Image Game Object using the rest of the arguments.

x

number

Yes

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

y

number

Yes

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

texture

string | Phaser.Textures.Texture

Yes

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

frame

string | number

Phaser.Textures.Frame

Yes

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

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2


createGeometryMask

<instance> createGeometryMask([graphics])

Description:

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

graphics

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

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

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

Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask

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


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

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

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.RenderTexture - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0


draw

<instance> draw(entries, [x], [y], [alpha], [tint])

Description:

Draws the given object, or an array of objects, to this Render Texture.

It can accept any of the following:

  • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
  • Tilemap Layers.
  • A Group. The contents of which will be iterated and drawn in turn.
  • A Container. The contents of which will be iterated fully, and drawn in turn.
  • A Scene Display List. Pass in Scene.children to draw the whole list.
  • Another Dynamic Texture, or a Render Texture.
  • A Texture Frame instance.
  • A string. This is used to look-up the texture from the Texture Manager.

Note 1: You cannot draw a Render Texture to itself.

Note 2: For Game Objects that have Post FX Pipelines, the pipeline cannot be used when drawn to this texture.

If passing in a Group or Container it will only draw children that return true when their willRender() method is called. I.e. a Container with 10 children, 5 of which have visible=false will only draw the 5 visible ones.

If passing in an array of Game Objects it will draw them all, regardless if they pass a willRender check or not.

You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame. If you need to specify exactly which frame to draw then use the method drawFrame instead.

You can pass in the x and y coordinates to draw the objects at. The use of the coordinates differ based on what objects are being drawn. If the object is a Group, Container or Display List, the coordinates are added to the positions of the children. For all other types of object, the coordinates are exact.

The alpha and tint values are only used by Texture Frames. Game Objects use their own alpha and tint values when being drawn.

Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.

Parameters:

name

type

optional

default

description

entries

any

No

Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.

x

number

Yes

0

The x position to draw the Frame at, or the offset applied to the object.

y

number

Yes

0

The y position to draw the Frame at, or the offset applied to the object.

alpha

number

Yes

1

The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha.

tint

number

Yes

"0xffffff"

The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L345
Since: 3.2.0


drawFrame

<instance> drawFrame(key, [frame], [x], [y], [alpha], [tint])

Description:

Draws the Texture Frame to the Render Texture at the given position.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

var rt = this.add.renderTexture(0, 0, 800, 600);
rt.drawFrame(key, frame);

You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.

Calling this method will cause a batch flush, so if you've got a stack of things to draw in a tight loop, try using the draw method instead.

If you need to draw a Sprite to this Render Texture, use the draw method instead.

Parameters:

name

type

optional

default

description

key

string

No

The key of the texture to be used, as stored in the Texture Manager.

frame

string | number

Yes

The name or index of the frame within the Texture. Set to null to skip this argument if not required.

x

number

Yes

0

The x position to draw the frame at.

y

number

Yes

0

The y position to draw the frame at.

alpha

number

Yes

1

The alpha value. Only used when drawing Texture Frames to this texture.

tint

number

Yes

"0xffffff"

The tint color value. Only used when drawing Texture Frames to this texture. WebGL only.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L407
Since: 3.12.0


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


endDraw

<instance> endDraw([erase])

Description:

Use this method to finish batch drawing to this Render Texture.

Doing so will stop the WebGL Renderer from capturing draws and then blit the framebuffer to the Render Target owned by this texture.

Calling this method without first calling beginDraw will have no effect.

Batch drawing is faster than calling draw, but you must be careful to manage the flow of code and remember to call endDraw() when you're finished.

If you don't need to draw large numbers of objects it's much safer and easier to use the draw method instead.

The flow should be:

// Call once:
RenderTexture.beginDraw();

// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();

// Call once:
RenderTexture.endDraw();

Do not call any methods other than batchDraw, batchDrawFrame, or endDraw once you have started a batch. Also, be very careful not to destroy this Render Texture while the batch is still open. Doing so will cause a run-time error in the WebGL Renderer.

You can use the RenderTexture.texture.isDrawing boolean property to tell if a batch is currently open, or not.

Parameters:

name

type

optional

default

description

erase

boolean

Yes

false

Draws all objects in this batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L669
Since: 3.50.0


erase

<instance> erase(entries, [x], [y])

Description:

Draws the given object, or an array of objects, to this Render Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels present in the objects from this texture.

It can accept any of the following:

  • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
  • Tilemap Layers.
  • A Group. The contents of which will be iterated and drawn in turn.
  • A Container. The contents of which will be iterated fully, and drawn in turn.
  • A Scene Display List. Pass in Scene.children to draw the whole list.
  • Another Dynamic Texture, or a Render Texture.
  • A Texture Frame instance.
  • A string. This is used to look-up the texture from the Texture Manager.

Note: You cannot erase a Render Texture from itself.

If passing in a Group or Container it will only draw children that return true when their willRender() method is called. I.e. a Container with 10 children, 5 of which have visible=false will only draw the 5 visible ones.

If passing in an array of Game Objects it will draw them all, regardless if they pass a willRender check or not.

You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame.

You can pass in the x and y coordinates to draw the objects at. The use of the coordinates differ based on what objects are being drawn. If the object is a Group, Container or Display List, the coordinates are added to the positions of the children. For all other types of object, the coordinates are exact.

Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.

Parameters:

name

type

optional

default

description

entries

any

No

Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these.

x

number

Yes

0

The x position to draw the Frame at, or the offset applied to the object.

y

number

Yes

0

The y position to draw the Frame at, or the offset applied to the object.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L291
Since: 3.16.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


fill

<instance> fill(rgb, [alpha], [x], [y], [width], [height])

Description:

Fills this Render Texture with the given color.

By default it will fill the entire texture, however you can set it to fill a specific rectangular area by using the x, y, width and height arguments.

The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.

Parameters:

name

type

optional

default

description

rgb

number

No

The color to fill this Render Texture with, such as 0xff0000 for red.

alpha

number

Yes

1

The alpha value used by the fill.

x

number

Yes

0

The left coordinate of the fill rectangle.

y

number

Yes

0

The top coordinate of the fill rectangle.

width

number

Yes

"this.width"

The width of the fill rectangle.

height

number

Yes

"this.height"

The height of the fill rectangle.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L219
Since: 3.2.0


getBottomCenter

<instance> getBottomCenter([output], [includeParent])

Description:

Gets the bottom-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomCenter

Source: src/gameobjects/components/GetBounds.js#L236
Since: 3.18.0


getBottomLeft

<instance> getBottomLeft([output], [includeParent])

Description:

Gets the bottom-left corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomLeft

Source: src/gameobjects/components/GetBounds.js#L210
Since: 3.0.0


getBottomRight

<instance> getBottomRight([output], [includeParent])

Description:

Gets the bottom-right corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomRight

Source: src/gameobjects/components/GetBounds.js#L262
Since: 3.0.0


getBounds

<instance> getBounds([output])

Description:

Gets the bounds of this Game Object, regardless of origin.

The values are stored and returned in a Rectangle, or Rectangle-like, object.

Tags:

  • generic

Parameters:

name

type

optional

description

output

Phaser.Geom.Rectangle | object

Yes

An object to store the values in. If not provided a new Rectangle will be created.

Returns: Phaser.Geom.Rectangle, object - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBounds

Source: src/gameobjects/components/GetBounds.js#L288
Since: 3.0.0


getCenter

<instance> getCenter([output], [includeParent])

Description:

Gets the center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getCenter

Source: src/gameobjects/components/GetBounds.js#L54
Since: 3.0.0


getData

<instance> getData(key)

Description:

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

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

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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

This approach is useful for destructuring arrays in ES6.

Parameters:

name

type

optional

description

key

string | Array.<string>

No

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

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

Inherits: Phaser.GameObjects.GameObject#getData

Source: src/gameobjects/GameObject.js#L416
Since: 3.0.0


getDisplayList

<instance> getDisplayList()

Description:

Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.

If this Game Object is not on a display list or in a container, it will return null.

You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.

Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null.

Inherits: Phaser.GameObjects.GameObject#getDisplayList

Source: src/gameobjects/GameObject.js#L823
Since: 3.85.0


getIndexList

<instance> getIndexList()

Description:

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

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

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

Inherits: Phaser.GameObjects.GameObject#getIndexList

Source: src/gameobjects/GameObject.js#L635
Since: 3.4.0


getLeftCenter

<instance> getLeftCenter([output], [includeParent])

Description:

Gets the left-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getLeftCenter

Source: src/gameobjects/components/GetBounds.js#L158
Since: 3.18.0


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

Phaser.Math.Vector2

Yes

A Vector2, or point-like object, to store the results in.

camera

Phaser.Cameras.Scene2D.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

Phaser.GameObjects.Components.TransformMatrix

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

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

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

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

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


getRightCenter

<instance> getRightCenter([output], [includeParent])

Description:

Gets the right-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getRightCenter

Source: src/gameobjects/components/GetBounds.js#L184
Since: 3.18.0


getTopCenter

<instance> getTopCenter([output], [includeParent])

Description:

Gets the top-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopCenter

Source: src/gameobjects/components/GetBounds.js#L106
Since: 3.18.0


getTopLeft

<instance> getTopLeft([output], [includeParent])

Description:

Gets the top-left corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopLeft

Source: src/gameobjects/components/GetBounds.js#L80
Since: 3.0.0


getTopRight

<instance> getTopRight([output], [includeParent])

Description:

Gets the top-right corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopRight

Source: src/gameobjects/components/GetBounds.js#L132
Since: 3.0.0


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

Phaser.GameObjects.Components.TransformMatrix

Yes

The matrix to populate with the values from this Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

A temporary matrix to hold parent values during the calculations.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix

Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0


incData

<instance> incData(key, [amount])

Description:

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name

type

optional

default

description

key

string

No

The key to change the value for.

amount

number

Yes

1

The amount to increase the given key by. Pass a negative value to decrease the key.

Returns: Phaser.GameObjects.RenderTexture - 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


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.RenderTexture - 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.RenderTexture - 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.RenderTexture - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


preDestroy

<instance> preDestroy()

Description:

Internal destroy handler, called as part of the destroy process.

Access: protected

Source: src/gameobjects/rendertexture/RenderTexture.js#L809
Since: 3.9.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.GameObjects.RenderTexture - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removedFromScene

<instance> removedFromScene()

Description:

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#removedFromScene

Source: src/gameobjects/GameObject.js#L577
Since: 3.50.0


removeFromDisplayList

<instance> removeFromDisplayList()

Description:

Removes this Game Object from the Display List it is currently on.

A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

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

Returns: Phaser.GameObjects.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

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

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

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

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


repeat

<instance> repeat(key, [frame], [x], [y], [width], [height], [alpha], [tint], [skipBatch])

Description:

Takes the given Texture Frame and draws it to this Render Texture as a fill pattern, i.e. in a grid-layout based on the frame dimensions.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

You can optionally provide a position, width, height, alpha and tint value to apply to the frames before they are drawn. The position controls the top-left where the repeating fill will start from. The width and height control the size of the filled area.

The position can be negative if required, but the dimensions cannot.

Calling this method will cause a batch flush by default. Use the skipBatch argument to disable this if this call is part of a larger batch draw.

Parameters:

name

type

optional

default

description

key

string

No

The key of the texture to be used, as stored in the Texture Manager.

frame

string | number

Yes

The name or index of the frame within the Texture. Set to null to skip this argument if not required.

x

number

Yes

0

The x position to start drawing the frames from (can be negative to offset).

y

number

Yes

0

The y position to start drawing the frames from (can be negative to offset).

width

number

Yes

"this.width"

The width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture.

height

number

Yes

"this.height"

The height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture.

alpha

number

Yes

1

The alpha to use. Defaults to 1, no alpha.

tint

number

Yes

"0xffffff"

WebGL only. The tint color to use. Leave as undefined, or 0xffffff to have no tint.

skipBatch

boolean

Yes

false

Skip beginning and ending a batch with this call. Use if this is part of a bigger batched draw.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L444
Since: 3.60.0


resetFlip

<instance> resetFlip()

Description:

Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

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

Inherits: Phaser.GameObjects.Components.Flip#resetFlip

Source: src/gameobjects/components/Flip.js#L140
Since: 3.0.0


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 pipelineData object to being an empty object?

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 postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

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


resize

<instance> resize(width, [height])

Description:

Resizes the Render Texture to the new dimensions given.

In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture. In Canvas it will resize the underlying canvas element.

Both approaches will erase everything currently drawn to the Render Texture.

If the dimensions given are the same as those already being used, calling this method will do nothing.

Parameters:

name

type

optional

default

description

width

number

No

The new width of the Render Texture.

height

number

Yes

"width"

The new height of the Render Texture. If not specified, will be set the same as the width.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture.

Source: src/gameobjects/rendertexture/RenderTexture.js#L145
Since: 3.10.0


saveTexture

<instance> saveTexture(key)

Description:

Stores a copy of this Render Texture in the Texture Manager using the given key.

After doing this, any texture based Game Object, such as a Sprite, can use the contents of this Render Texture by using the texture key:

var rt = this.add.renderTexture(0, 0, 128, 128);

// Draw something to the Render Texture

rt.saveTexture('doodle');

this.add.image(400, 300, 'doodle');

Updating the contents of this Render Texture will automatically update any Game Object that is using it as a texture. Calling saveTexture again will not save another copy of the same texture, it will just rename the key of the existing copy.

By default it will create a single base texture. You can add frames to the texture by using the Texture.add method. After doing this, you can then allow Game Objects to use a specific frame from a Render Texture.

If you destroy this Render Texture, any Game Object using it via the Texture Manager will stop rendering. Ensure you remove the texture from the Texture Manager and any Game Objects using it first, before destroying this Render Texture.

Parameters:

name

type

optional

description

key

string

No

The unique key to store the texture as within the global Texture Manager.

Returns: Phaser.Textures.DynamicTexture - The Texture that was saved.

Source: src/gameobjects/rendertexture/RenderTexture.js#L170
Since: 3.12.0


setAbove

<instance> setAbove(gameObject)

Description:

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

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

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

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

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

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

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

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0


setAlpha

<instance> setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])

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.

If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

Parameters:

name

type

optional

default

description

topLeft

number

Yes

1

The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.

topRight

number

Yes

The alpha value used for the top-right of the Game Object. WebGL only.

bottomLeft

number

Yes

The alpha value used for the bottom-left of the Game Object. WebGL only.

bottomRight

number

Yes

The alpha value used for the bottom-right of the Game Object. WebGL only.

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

Inherits: Phaser.GameObjects.Components.Alpha#setAlpha

Source: src/gameobjects/components/Alpha.js#L92
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.RenderTexture - 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

Phaser.GameObjects.GameObject

No

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

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

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0


setCrop

<instance> setCrop([x], [y], [width], [height])

Description:

Applies a crop to a texture based Game Object, such as a Sprite or Image.

The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.

The crop size as well as coordinates can not exceed the the size of the texture frame.

The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call setCrop(0, 0, 400, 600).

It is also scaled to match the Game Object scale automatically. Therefore a crop rectangle of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.

You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.

You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.

Parameters:

name

type

optional

description

x

number | Phaser.Geom.Rectangle

Yes

The x coordinate to start the crop from. Cannot be negative or exceed the Frame width. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.

y

number

Yes

The y coordinate to start the crop from. Cannot be negative or exceed the Frame height.

width

number

Yes

The width of the crop rectangle in pixels. Cannot exceed the Frame width.

height

number

Yes

The height of the crop rectangle in pixels. Cannot exceed the Frame height.

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

Inherits: Phaser.GameObjects.Components.TextureCrop#setCrop

Source: src/gameobjects/components/TextureCrop.js#L50
Since: 3.11.0


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 argument is ignored.

data

*

Yes

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

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

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0


setDepth

<instance> setDepth(value)

Description:

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Parameters:

name

type

optional

description

value

number

No

The depth of this Game Object. Ensure this value is only ever a number data-type.

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

Inherits: Phaser.GameObjects.Components.Depth#setDepth

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


setDisplayOrigin

<instance> setDisplayOrigin([x], [y])

Description:

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The horizontal display origin value.

y

number

Yes

"x"

The vertical display origin value. If not defined it will be set to the value of x.

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

Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin

Source: src/gameobjects/components/Origin.js#L159
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.RenderTexture - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Size#setDisplaySize

Source: src/gameobjects/components/Size.js#L166
Since: 3.0.0


setFlip

<instance> setFlip(x, y)

Description:

Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

x

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

y

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

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

Inherits: Phaser.GameObjects.Components.Flip#setFlip

Source: src/gameobjects/components/Flip.js#L117
Since: 3.0.0


setFlipX

<instance> setFlipX(value)

Description:

Sets the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

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

Inherits: Phaser.GameObjects.Components.Flip#setFlipX

Source: src/gameobjects/components/Flip.js#L79
Since: 3.0.0


setFlipY

<instance> setFlipY(value)

Description:

Sets the vertical flipped state of this Game Object.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

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

Inherits: Phaser.GameObjects.Components.Flip#setFlipY

Source: src/gameobjects/components/Flip.js#L100
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

Phaser.Textures.Frame

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.RenderTexture - This Game Object instance.

Inherits: Phaser.GameObjects.Components.TextureCrop#setFrame

Source: src/gameobjects/components/TextureCrop.js#L130
Since: 3.0.0


setInteractive

<instance> setInteractive([hitArea], [callback], [dropZone])

Description:

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:

name

type

optional

default

description

hitArea

Phaser.Types.Input.InputConfiguration | any

Yes

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

dropZone

boolean

Yes

false

Should this Game Object be treated as a drop zone target?

Returns: Phaser.GameObjects.RenderTexture - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0


setMask

<instance> setMask(mask)

Description:

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:

name

type

optional

description

mask

Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

No

The mask this Game Object will use when rendering.

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

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0


setOrigin

<instance> setOrigin([x], [y])

Description:

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:

name

type

optional

default

description

x

number

Yes

0.5

The horizontal origin value.

y

number

Yes

"x"

The vertical origin value. If not defined it will be set to the value of x.

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

Inherits: Phaser.GameObjects.Components.Origin#setOrigin

Source: src/gameobjects/components/Origin.js#L112
Since: 3.0.0


setOriginFromFrame

<instance> setOriginFromFrame()

Description:

Sets the origin of this Game Object based on the Pivot values in its Frame.

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

Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame

Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0


setPipeline

<instance> setPipeline(pipeline, [pipelineData], [copyData])

Description:

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

No

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData

object

Yes

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

copyData

boolean

Yes

true

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

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

Returns: Phaser.GameObjects.RenderTexture - 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 x value.

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.RenderTexture - 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()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

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

copyData

boolean

Yes

true

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

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Description:

Adds an entry to the postPipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.GameObjects.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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 x value.

Returns: Phaser.GameObjects.RenderTexture - 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 x value.

Returns: Phaser.GameObjects.RenderTexture - 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 Render Texture, 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.

Overrides: Phaser.GameObjects.Image#setSize

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

Source: src/gameobjects/rendertexture/RenderTexture.js#L106
Since: 3.0.0


setSizeToFrame

<instance> setSizeToFrame([frame])

Description:

Sets the size of this Game Object to be that of the given Frame.

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

frame

Phaser.Textures.Frame | boolean

Yes

The frame to base the size of this Game Object on.

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

Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame

Source: src/gameobjects/components/Size.js#L103
Since: 3.0.0


setState

<instance> setState(value)

Description:

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:

name

type

optional

description

value

number | string

No

The state of the Game Object.

Returns: Phaser.GameObjects.RenderTexture - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0


setTexture

<instance> setTexture(key, [frame])

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.

Parameters:

name

type

optional

description

key

string

No

The key of the texture to be used, as stored in the Texture Manager.

frame

string | number

Yes

The name or index of the frame within the Texture.

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

Inherits: Phaser.GameObjects.Components.TextureCrop#setTexture

Source: src/gameobjects/components/TextureCrop.js#L110
Since: 3.0.0


setTint

<instance> setTint([topLeft], [topRight], [bottomLeft], [bottomRight])

Description:

Sets an additive tint on this 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. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

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. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being an additive tint to a fill based tint set the property tintFill to true.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

topLeft

number

Yes

"0xffffff"

The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.

topRight

number

Yes

The tint being applied to the top-right of the Game Object.

bottomLeft

number

Yes

The tint being applied to the bottom-left of the Game Object.

bottomRight

number

Yes

The tint being applied to the bottom-right of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Tint#setTint

Source: src/gameobjects/components/Tint.js#L98
Since: 3.0.0


setTintFill

<instance> setTintFill([topLeft], [topRight], [bottomLeft], [bottomRight])

Description:

Sets a fill-based tint on this Game Object.

Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

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. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being a fill-tint to an additive tint set the property tintFill to false.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

topLeft

number

Yes

"0xffffff"

The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.

topRight

number

Yes

The tint being applied to the top-right of the Game Object.

bottomLeft

number

Yes

The tint being applied to the bottom-left of the Game Object.

bottomRight

number

Yes

The tint being applied to the bottom-right of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Tint#setTintFill

Source: src/gameobjects/components/Tint.js#L146
Since: 3.11.0


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.RenderTexture - 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.RenderTexture - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0


setVisible

<instance> setVisible(value)

Description:

Sets the visibility of this Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Parameters:

name

type

optional

description

value

boolean

No

The visible state of the Game Object.

Returns: Phaser.GameObjects.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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.RenderTexture - 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


snapshot

<instance> snapshot(callback, [type], [encoderOptions])

Description:

Takes a snapshot of the whole of this Render Texture.

The snapshot is taken immediately, but the results are returned via the given callback.

To capture a portion of this Render Texture see the snapshotArea method. To capture just a specific pixel, see the snapshotPixel method.

Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it, which is the image returned to the callback provided.

All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.

Parameters:

name

type

optional

default

description

callback

Phaser.Types.Renderer.Snapshot.SnapshotCallback

No

The Function to invoke after the snapshot image is created.

type

string

Yes

"'image/png'"

The format of the image to create, usually image/png or image/jpeg.

encoderOptions

number

Yes

0.92

The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L754
Since: 3.19.0


snapshotArea

<instance> snapshotArea(x, y, width, height, callback, [type], [encoderOptions])

Description:

Takes a snapshot of the given area of this Render Texture.

The snapshot is taken immediately, but the results are returned via the given callback.

To capture the whole Render Texture see the snapshot method. To capture just a specific pixel, see the snapshotPixel method.

Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it, which is the image returned to the callback provided.

All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.

Parameters:

name

type

optional

default

description

x

number

No

The x coordinate to grab from.

y

number

No

The y coordinate to grab from.

width

number

No

The width of the area to grab.

height

number

No

The height of the area to grab.

callback

Phaser.Types.Renderer.Snapshot.SnapshotCallback

No

The Function to invoke after the snapshot image is created.

type

string

Yes

"'image/png'"

The format of the image to create, usually image/png or image/jpeg.

encoderOptions

number

Yes

0.92

The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L719
Since: 3.19.0


snapshotPixel

<instance> snapshotPixel(x, y, callback)

Description:

Takes a snapshot of the given pixel from this Render Texture.

The snapshot is taken immediately, but the results are returned via the given callback.

To capture the whole Render Texture see the snapshot method. To capture a portion of this Render Texture see the snapshotArea method.

Unlike the two other snapshot methods, this one will send your callback a Color object containing the color data for the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute, using less memory than the other snapshot methods.

Parameters:

name

type

optional

description

x

number

No

The x coordinate of the pixel to get.

y

number

No

The y coordinate of the pixel to get.

callback

Phaser.Types.Renderer.Snapshot.SnapshotCallback

No

The Function to invoke after the snapshot pixel data is extracted.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L783
Since: 3.19.0


stamp

<instance> stamp(key, [frame], [x], [y], [config])

Description:

Takes the given texture key and frame and then stamps it at the given x and y coordinates. You can use the optional 'config' argument to provide lots more options about how the stamp is applied, including the alpha, tint, angle, scale and origin.

By default, the frame will stamp on the x/y coordinates based on its center.

If you wish to stamp from the top-left, set the config originX and originY properties both to zero.

Parameters:

name

type

optional

default

description

key

string

No

The key of the texture to be used, as stored in the Texture Manager.

frame

string | number

Yes

The name or index of the frame within the Texture. Set to null to skip this argument if not required.

x

number

Yes

0

The x position to draw the frame at.

y

number

Yes

0

The y position to draw the frame at.

config

Phaser.Types.Textures.StampConfig

Yes

The stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp.

Returns: Phaser.GameObjects.RenderTexture - This Render Texture instance.

Source: src/gameobjects/rendertexture/RenderTexture.js#L262
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.RenderTexture - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0


toggleFlipX

<instance> toggleFlipX()

Description:

Toggles the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

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

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipX

Source: src/gameobjects/components/Flip.js#L45
Since: 3.0.0


toggleFlipY

<instance> toggleFlipY()

Description:

Toggles the vertical flipped state of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipY

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


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


updateDisplayOrigin

<instance> updateDisplayOrigin()

Description:

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

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

Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin

Source: src/gameobjects/components/Origin.js#L182
Since: 3.0.0


willRender

<instance> willRender(camera)

Description:

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

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

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

Inherits: Phaser.GameObjects.GameObject#willRender

Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0


Private Methods

prepareBoundsOutput

<instance> prepareBoundsOutput(output, [includeParent])

Description:

Processes the bounds output vector before returning it.

Tags:

  • generic

Access: private

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

No

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput

Source: src/gameobjects/components/GetBounds.js#L21
Since: 3.18.0


renderCanvas

<instance> renderCanvas(renderer, src, camera, parentMatrix)

Description:

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

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.Canvas.CanvasRenderer

No

A reference to the current active Canvas renderer.

src

Phaser.GameObjects.Image

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Inherits: Phaser.GameObjects.Image#renderCanvas

Source: src/gameobjects/image/ImageCanvasRenderer.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

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active WebGL renderer.

src

Phaser.GameObjects.Image

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Inherits: Phaser.GameObjects.Image#renderWebGL

Source: src/gameobjects/image/ImageWebGLRenderer.js#L7
Since: 3.0.0


resetCropObject

<instance> resetCropObject()

Description:

Internal method that returns a blank, well-formed crop object for use by a Game Object.

Access: private

Returns: object - The crop object.

Inherits: Phaser.GameObjects.Components.TextureCrop#resetCropObject

Source: src/gameobjects/components/TextureCrop.js#L201
Since: 3.12.0


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