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 | 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
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 | 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:
name | type | optional | description |
---|---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | No |
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 |
x | number | Yes | If creating a Game Object, the horizontal position in the world. |
y | number | Yes | If creating a Game Object, the vertical position in the world. |
texture | string | Phaser.Textures.Texture | Yes | If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. |
frame | string | number | Yes |
Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask
Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2
createGeometryMask
<instance> createGeometryMask([graphics])
Description:
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
Tags:
- generic
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
graphics | Yes | A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. |
Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask
Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2
destroy
<instance> destroy([fromScene])
Description:
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
fromScene | boolean | Yes | false |
|
Fires: Phaser.GameObjects.Events#event:DESTROY
Inherits: Phaser.GameObjects.GameObject#destroy
Source: src/gameobjects/GameObject.js#L855
Since: 3.0.0
disableInteractive
<instance> disableInteractive([resetCursor])
Description:
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for
input events, but can be turned back on again at any time by simply calling
setInteractive()
with no arguments provided.
If want to completely remove interaction from this Game Object then use removeInteractive
instead.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetCursor | boolean | Yes | false | Should the currently active Input cursor, if any, be reset to the default cursor? |
Returns: Phaser.GameObjects.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 | |
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 | 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 | 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 | 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 | 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 | 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 | Yes | A Vector2, or point-like object, to store the results in. | |
camera | Yes | The Camera which is being tested against. If not given will use the Scene default camera. |
Returns: Phaser.Math.Vector2 - The translated point.
Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint
Source: src/gameobjects/components/Transform.js#L542
Since: 3.50.0
getLocalTransformMatrix
<instance> getLocalTransformMatrix([tempMatrix])
Description:
Gets the local transform matrix for this Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
tempMatrix | Yes | The matrix to populate with the values from this Game Object. |
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Source: src/gameobjects/components/Transform.js#L484
Since: 3.4.0
getParentRotation
<instance> getParentRotation()
Description:
Gets the sum total rotation of all of this Game Objects parent Containers.
The returned value is in radians and will be zero if this Game Object has no parent container.
Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#getParentRotation
Source: src/gameobjects/components/Transform.js#L592
Since: 3.18.0
getPipelineName
<instance> getPipelineName()
Description:
Gets the name of the WebGL Pipeline this Game Object is currently using.
Tags:
- webglOnly
Returns: string - The string-based name of the pipeline being used by this Game Object, or null.
Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName
Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0
getPostPipeline
<instance> getPostPipeline(pipeline)
Description:
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | function | No |
Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.
Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0
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 | 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 | 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 | 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 | 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 | Yes | The matrix to populate with the values from this Game Object. | |
parentMatrix | Yes | A temporary matrix to hold parent values during the calculations. |
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0
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 | 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 | |
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 |
Returns: boolean - true
if the pipeline was reset successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline
Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0
resetPostPipeline
<instance> resetPostPipeline([resetData])
Description:
Resets the WebGL Post Pipelines of this Game Object. It does this by calling
the destroy
method on each post pipeline and then clearing the local array.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the |
Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0
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 |
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 | 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 | 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 | * | 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 |
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. |
y | boolean | No | The horizontal flipped state. |
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. |
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. |
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 | 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 | 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 | 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 |
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 | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
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 |
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 |
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()> | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
Returns: Phaser.GameObjects.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 |
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 |
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 |
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,
tintBottomLeftand
tintBottomRight` 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,
tintBottomLeftand
tintBottomRight` 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 | No | The Function to invoke after the snapshot image is created. | ||
type | string | Yes | "'image/png'" | The format of the image to create, usually |
encoderOptions | number | Yes | 0.92 | The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
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 | No | The Function to invoke after the snapshot image is created. | ||
type | string | Yes | "'image/png'" | The format of the image to create, usually |
encoderOptions | number | Yes | 0.92 | The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
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 | 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 | |
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 | 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 | 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 | 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 | No | A reference to the current active Canvas renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | 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 | No | A reference to the current active WebGL renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | No | This transform matrix is defined if the game object is nested |
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