A Shader Game Object.
This Game Object allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.
It works by taking a reference to a Phaser.Display.BaseShader
instance, as found in the Shader Cache. These can
be created dynamically at runtime, or loaded in via the GLSL File Loader:
function preload ()
{
this.load.glsl('fire', 'shaders/fire.glsl.js');
}
function create ()
{
this.add.shader('fire', 400, 300, 512, 512);
}
Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.
Due to the way in which they work, you cannot directly change the alpha or blend mode of a Shader. This should be handled via exposed uniforms in the shader code itself.
By default a Shader will be created with a standard set of uniforms. These were added to match those found on sites such as ShaderToy or GLSLSandbox, and provide common functionality a shader may need, such as the timestamp, resolution or pointer position. You can replace them by specifying your own uniforms in the Base Shader.
These Shaders work by halting the current pipeline during rendering, creating a viewport matched to the size of this Game Object and then renders a quad using the bound shader. At the end, the pipeline is restored.
Because it blocks the pipeline it means it will interrupt any batching that is currently going on, so you should use these Game Objects sparingly. If you need to have a fully batched custom shader, then please look at using a custom pipeline instead. However, for background or special masking effects, they are extremely effective.
Constructor
new Shader(scene, key, [x], [y], [width], [height], [textures], [textureData])
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. | ||
key | string | Phaser.Display.BaseShader | No | The key of the shader to use from the shader cache, or a BaseShader instance. | |
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 | 128 | The width of the Game Object. |
height | number | Yes | 128 | The height of the Game Object. |
textures | Array.<string> | Yes | Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager. | |
textureData | any | Yes | Additional texture data if you want to create shader with none NPOT textures. |
Scope: static
Extends
Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.ComputedSize
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.GetBounds
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Source: src/gameobjects/shader/Shader.js#L18
Since: 3.17.0
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
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
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
bytes
bytes: Uint8Array
Description:
Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources to the GPU.
Source: src/gameobjects/shader/Shader.js#L201
Since: 3.17.0
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
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.ComputedSize#displayHeight
Source: src/gameobjects/components/ComputedSize.js#L68
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.ComputedSize#displayWidth
Source: src/gameobjects/components/ComputedSize.js#L43
Since: 3.0.0
framebuffer
framebuffer: Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper
Description:
A reference to the GL Frame Buffer this Shader is drawing to.
This property is only set if you have called Shader.setRenderToTexture
.
Source: src/gameobjects/shader/Shader.js#L328
Since: 3.19.0
gl
gl: WebGLRenderingContext
Description:
The WebGL context belonging to the renderer.
Source: src/gameobjects/shader/Shader.js#L143
Since: 3.17.0
glTexture
glTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper
Description:
A reference to the WebGLTextureWrapper this Shader is rendering to.
This property is only set if you have called Shader.setRenderToTexture
.
Source: src/gameobjects/shader/Shader.js#L338
Since: 3.19.0
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.ComputedSize#height
Source: src/gameobjects/components/ComputedSize.js#L30
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
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
pointer
pointer: Phaser.Input.Pointer
Description:
The pointer bound to this shader, if any.
Set via the chainable setPointer
method, or by modifying this property directly.
Source: src/gameobjects/shader/Shader.js#L288
Since: 3.17.0
program
program: Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper
Description:
The WebGL shader program this shader uses.
Source: src/gameobjects/shader/Shader.js#L192
Since: 3.17.0
projectionMatrix
projectionMatrix: Float32Array
Description:
The projection matrix the shader uses during rendering.
Source: src/gameobjects/shader/Shader.js#L259
Since: 3.17.0
renderer
renderer: Phaser.Renderer.Canvas.CanvasRenderer, Phaser.Renderer.WebGL.WebGLRenderer
Description:
A reference to the current renderer. Shaders only work with the WebGL Renderer.
Source: src/gameobjects/shader/Shader.js#L133
Since: 3.17.0
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
renderToTexture
renderToTexture: boolean
Description:
A flag that indicates if this Shader has been set to render to a texture instead of the display list.
This property is true
if you have called Shader.setRenderToTexture
, otherwise it's false
.
A Shader that is rendering to a texture does not appear on the display list.
Source: src/gameobjects/shader/Shader.js#L348
Since: 3.19.0
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
shader
shader: Phaser.Display.BaseShader
Description:
The underlying shader object being used.
Empty by default and set during a call to the setShader
method.
Source: src/gameobjects/shader/Shader.js#L121
Since: 3.17.0
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
Description:
A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader.
This property is only set if you have called Shader.setRenderToTexture
with a key, otherwise it is null
.
Source: src/gameobjects/shader/Shader.js#L362
Since: 3.19.0
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
uniforms
uniforms: any
Description:
The default uniform mappings. These can be added to (or replaced) by specifying your own uniforms when creating this shader game object. The uniforms are updated automatically during the render step.
The defaults are:
resolution
(2f) - Set to the size of this shader.
time
(1f) - The elapsed game time, in seconds.
mouse
(2f) - If a pointer has been bound (with setPointer
), this uniform contains its position each frame.
date
(4fv) - A vec4 containing the year, month, day and time in seconds.
sampleRate
(1f) - Sound sample rate. 44100 by default.
iChannel0...3
(sampler2D) - Input channels 0 to 3. null
by default.
Source: src/gameobjects/shader/Shader.js#L269
Since: 3.17.0
vertexBuffer
vertexBuffer: Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper
Description:
The WebGL vertex buffer object this shader uses.
Source: src/gameobjects/shader/Shader.js#L161
Since: 3.17.0
vertexData
vertexData: ArrayBuffer
Description:
Raw byte buffer of vertices this Shader uses.
Source: src/gameobjects/shader/Shader.js#L152
Since: 3.17.0
vertexViewF32
vertexViewF32: Float32Array
Description:
Float32 view of the array buffer containing the shaders vertices.
Source: src/gameobjects/shader/Shader.js#L210
Since: 3.17.0
viewMatrix
viewMatrix: Float32Array
Description:
The view matrix the shader uses during rendering.
Source: src/gameobjects/shader/Shader.js#L249
Since: 3.17.0
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.ComputedSize#width
Source: src/gameobjects/components/ComputedSize.js#L17
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
_deferProjOrtho
_deferProjOrtho: Object
Description:
Internal property: whether the projection matrix needs to be set, and if so, the data to use for the orthographic projection.
Access: private
Source: src/gameobjects/shader/Shader.js#L181
Since: 3.80.0
_deferSetShader
_deferSetShader: Object
Description:
Internal property: whether the shader needs to be created, and if so, the key and textures to use for the shader.
Access: private
Source: src/gameobjects/shader/Shader.js#L170
Since: 3.80.0
_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
_rendererHeight
_rendererHeight: number
Description:
The cached height of the renderer.
Access: private
Source: src/gameobjects/shader/Shader.js#L308
Since: 3.17.0
_rendererWidth
_rendererWidth: number
Description:
The cached width of the renderer.
Access: private
Source: src/gameobjects/shader/Shader.js#L298
Since: 3.17.0
_rotation
_rotation: number
Description:
Private internal value. Holds the rotation value in radians.
Access: private
Inherits: Phaser.GameObjects.Components.Transform#_rotation
Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0
_scaleX
_scaleX: number
Description:
Private internal value. Holds the horizontal scale value.
Access: private
Inherits: Phaser.GameObjects.Components.Transform#_scaleX
Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0
_scaleY
_scaleY: number
Description:
Private internal value. Holds the vertical scale value.
Access: private
Inherits: Phaser.GameObjects.Components.Transform#_scaleY
Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0
_tempMatrix1
_tempMatrix1: Phaser.GameObjects.Components.TransformMatrix
Description:
A temporary Transform Matrix, re-used internally during batching.
Access: private
Source: src/gameobjects/shader/Shader.js#L219
Since: 3.17.0
_tempMatrix2
_tempMatrix2: Phaser.GameObjects.Components.TransformMatrix
Description:
A temporary Transform Matrix, re-used internally during batching.
Access: private
Source: src/gameobjects/shader/Shader.js#L229
Since: 3.17.0
_tempMatrix3
_tempMatrix3: Phaser.GameObjects.Components.TransformMatrix
Description:
A temporary Transform Matrix, re-used internally during batching.
Access: private
Source: src/gameobjects/shader/Shader.js#L239
Since: 3.17.0
_textureCount
_textureCount: number
Description:
Internal texture count tracker.
Access: private
Source: src/gameobjects/shader/Shader.js#L318
Since: 3.17.0
_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
blendMode
blendMode: number
Description:
This Game Object cannot have a blend mode, so skip all checks.
Access: private
Source: src/gameobjects/shader/Shader.js#L111
Since: 3.17.0
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.Shader - 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.Shader - 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.Shader - This Game Object.
Inherits: Phaser.GameObjects.GameObject#addToUpdateList
Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0
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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#clearMask
Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2
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.Shader - 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.Shader - This GameObject.
Inherits: Phaser.GameObjects.GameObject#disableInteractive
Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0
emit
<instance> emit(event, [args])
Description:
Calls each of the listeners registered for a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
args | * | Yes | Additional arguments that will be passed to the event handler. |
Returns: boolean - true
if the event had listeners, else false
.
Inherits: Phaser.Events.EventEmitter#emit
Source: src/events/EventEmitter.js#L86
Since: 3.0.0
eventNames
<instance> eventNames()
Description:
Return an array listing the events for which the emitter has registered listeners.
Returns: Array.<(string | symbol)> - undefined
Inherits: Phaser.Events.EventEmitter#eventNames
Source: src/events/EventEmitter.js#L55
Since: 3.0.0
flush
<instance> flush()
Description:
Called automatically during render.
Sets the active shader, loads the vertex buffer and then draws.
Source: src/gameobjects/shader/Shader.js#L1130
Since: 3.17.0
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
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
getUniform
<instance> getUniform(key)
Description:
Returns the uniform object for the given key, or null
if the uniform couldn't be found.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the uniform to return the value for. |
Returns: any - A reference to the uniform object. This is not a copy, so modifying it will update the original object also.
Source: src/gameobjects/shader/Shader.js#L835
Since: 3.17.0
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.Shader - This GameObject.
Inherits: Phaser.GameObjects.GameObject#incData
Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0
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
load
<instance> load([matrix2D])
Description:
Called automatically during render.
This method performs matrix ITRS and then stores the resulting value in the uViewMatrix
uniform.
It then sets up the vertex buffer and shader, updates and syncs the uniforms ready
for flush to be called.
Parameters:
name | type | optional | description |
---|---|---|---|
matrix2D | Yes | The transform matrix to use during rendering. |
Source: src/gameobjects/shader/Shader.js#L1058
Since: 3.17.0
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.Shader - 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.Shader - 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.Shader - this
.
Inherits: Phaser.Events.EventEmitter#once
Source: src/events/EventEmitter.js#L124
Since: 3.0.0
onContextRestored
<instance> onContextRestored()
Description:
Run any logic that was deferred during context loss.
Source: src/gameobjects/shader/Shader.js#L1220
Since: 3.80.0
preDestroy
<instance> preDestroy()
Description:
Internal destroy handler, called as part of the destroy process.
Access: protected
Source: src/gameobjects/shader/Shader.js#L1248
Since: 3.17.0
projOrtho
<instance> projOrtho(left, right, bottom, top)
Description:
Sets this shader to use an orthographic projection matrix.
This matrix is stored locally in the projectionMatrix
property,
as well as being bound to the uProjectionMatrix
uniform.
Parameters:
name | type | optional | description |
---|---|---|---|
left | number | No | The left value. |
right | number | No | The right value. |
bottom | number | No | The bottom value. |
top | number | No | The top value. |
Source: src/gameobjects/shader/Shader.js#L602
Since: 3.17.0
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.Shader - 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.Shader - 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.Shader - 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.Shader - 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.Shader - this
.
Inherits: Phaser.Events.EventEmitter#removeListener
Source: src/events/EventEmitter.js#L137
Since: 3.0.0
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.Shader - 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.Shader - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setActive
Source: src/gameobjects/GameObject.js#L216
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.Shader - 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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setBelow
Source: src/gameobjects/components/Depth.js#L167
Since: 3.85.0
setChannel0
<instance> setChannel0(textureKey, [textureData])
Description:
A short-cut method that will directly set the texture being used by the iChannel0
sampler2D uniform.
The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.
Parameters:
name | type | optional | description |
---|---|---|---|
textureKey | string | No | The key of the texture, as stored in the Texture Manager. Must already be loaded. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L850
Since: 3.17.0
setChannel1
<instance> setChannel1(textureKey, [textureData])
Description:
A short-cut method that will directly set the texture being used by the iChannel1
sampler2D uniform.
The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.
Parameters:
name | type | optional | description |
---|---|---|---|
textureKey | string | No | The key of the texture, as stored in the Texture Manager. Must already be loaded. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L869
Since: 3.17.0
setChannel2
<instance> setChannel2(textureKey, [textureData])
Description:
A short-cut method that will directly set the texture being used by the iChannel2
sampler2D uniform.
The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.
Parameters:
name | type | optional | description |
---|---|---|---|
textureKey | string | No | The key of the texture, as stored in the Texture Manager. Must already be loaded. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L888
Since: 3.17.0
setChannel3
<instance> setChannel3(textureKey, [textureData])
Description:
A short-cut method that will directly set the texture being used by the iChannel3
sampler2D uniform.
The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.
Parameters:
name | type | optional | description |
---|---|---|---|
textureKey | string | No | The key of the texture, as stored in the Texture Manager. Must already be loaded. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L907
Since: 3.17.0
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.Shader - 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.Shader - 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.Shader - 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.Shader - 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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ComputedSize#setDisplaySize
Source: src/gameobjects/components/ComputedSize.js#L120
Since: 3.4.0
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.Shader - 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.Shader - 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.Shader - 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.Shader - 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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0
setPointer
<instance> setPointer([pointer])
Description:
Binds a Phaser Pointer object to this Shader.
The screen position of the pointer will be set in to the shaders mouse
uniform
automatically every frame. Call this method with no arguments to unbind the pointer.
Parameters:
name | type | optional | description |
---|---|---|---|
pointer | Yes | The Pointer to bind to this shader. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L582
Since: 3.17.0
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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setPosition
Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0
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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition
Source: src/gameobjects/components/Transform.js#L313
Since: 3.8.0
setRenderToTexture
<instance> setRenderToTexture([key], [flipY])
Description:
Changes this Shader so instead of rendering to the display list it renders to a WebGL Framebuffer and WebGL Texture instead. This allows you to use the output of this shader as an input for another shader, by mapping a sampler2D uniform to it.
After calling this method the Shader.framebuffer
and Shader.glTexture
properties
are populated.
Additionally, you can provide a key to this method. Doing so will create a Phaser Texture from this Shader and save it into the Texture Manager, allowing you to then use it for any texture-based Game Object, such as a Sprite or Image:
var shader = this.add.shader('myShader', x, y, width, height);
shader.setRenderToTexture('doodle');
this.add.image(400, 300, 'doodle');
Note that it stores an active reference to this Shader. That means as this shader updates, so does the texture and any object using it to render with. Also, if you destroy this shader, be sure to clear any objects that may have been using it as a texture too.
You can access the Phaser Texture that is created via the Shader.texture
property.
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.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Yes | The unique key to store the texture as within the global Texture Manager. | |
flipY | boolean | Yes | false | Does this texture need vertically flipping before rendering? This should usually be set to |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L404
Since: 3.19.0
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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRotation
Source: src/gameobjects/components/Transform.js#L345
Since: 3.0.0
setSampler2D
<instance> setSampler2D(uniformKey, textureKey, [textureIndex], [textureData])
Description:
Sets a sampler2D uniform on this shader.
The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.
If you wish to use another Shader as a sampler2D input for this shader, see the Shader.setSampler2DBuffer
method.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
uniformKey | string | No | The key of the sampler2D uniform to be updated, i.e. | |
textureKey | string | No | The key of the texture, as stored in the Texture Manager. Must already be loaded. | |
textureIndex | number | Yes | 0 | The texture index. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L739
Since: 3.17.0
setSampler2DBuffer
<instance> setSampler2DBuffer(uniformKey, texture, width, height, [textureIndex], [textureData])
Description:
Sets a sampler2D uniform on this shader where the source texture is a WebGLTextureBuffer.
This allows you to feed the output from one Shader into another:
let shader1 = this.add.shader(baseShader1, 0, 0, 512, 512).setRenderToTexture();
let shader2 = this.add.shader(baseShader2, 0, 0, 512, 512).setRenderToTexture('output');
shader1.setSampler2DBuffer('iChannel0', shader2.glTexture, 512, 512);
shader2.setSampler2DBuffer('iChannel0', shader1.glTexture, 512, 512);
In the above code, the result of baseShader1 is fed into Shader2 as the iChannel0
sampler2D uniform.
The result of baseShader2 is then fed back into shader1 again, creating a feedback loop.
If you wish to use an image from the Texture Manager as a sampler2D input for this shader,
see the Shader.setSampler2D
method.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
uniformKey | string | No | The key of the sampler2D uniform to be updated, i.e. | |
texture | No | A texture reference. | ||
width | number | No | The width of the texture. | |
height | number | No | The height of the texture. | |
textureIndex | number | Yes | 0 | The texture index. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L687
Since: 3.19.0
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.Shader - 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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0
setShader
<instance> setShader(key, [textures], [textureData])
Description:
Sets the fragment and, optionally, the vertex shader source code that this Shader will use. This will immediately delete the active shader program, if set, and then create a new one with the given source. Finally, the shader uniforms are initialized.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | Phaser.Display.BaseShader | No | The key of the shader to use from the shader cache, or a BaseShader instance. |
textures | Array.<string> | Yes | Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager. |
textureData | any | Yes | Additional texture data. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L485
Since: 3.17.0
setSize
<instance> setSize(width, height)
Description:
Sets the internal size of this Game Object, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Returns: Phaser.GameObjects.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ComputedSize#setSize
Source: src/gameobjects/components/ComputedSize.js#L93
Since: 3.4.0
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.Shader - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setState
Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0
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.Shader - 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.Shader - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToTop
Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0
setUniform
<instance> setUniform(key, value)
Description:
Sets a property of a uniform already present on this shader.
To modify the value of a uniform such as a 1f or 1i use the value
property directly:
shader.setUniform('size.value', 16);
You can use dot notation to access deeper values, for example:
shader.setUniform('resolution.value.x', 512);
The change to the uniform will take effect the next time the shader is rendered.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the uniform to modify. Use dots for deep properties, i.e. |
value | any | No | The value to set into the uniform. |
Returns: Phaser.GameObjects.Shader - This Shader instance.
Source: src/gameobjects/shader/Shader.js#L803
Since: 3.17.0
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.Shader - 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.Shader - 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.Shader - 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.Shader - 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.Shader - 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
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.Shader - This GameObject.
Inherits: Phaser.GameObjects.GameObject#toggleData
Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0
toJSON
<instance> toJSON()
Description:
Returns a JSON representation of the Game Object.
Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.
Inherits: Phaser.GameObjects.GameObject#toJSON
Source: src/gameobjects/GameObject.js#L604
Since: 3.0.0
update
<instance> update([args])
Description:
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
Parameters:
name | type | optional | description |
---|---|---|---|
args | * | Yes | args |
Inherits: Phaser.GameObjects.GameObject#update
Source: src/gameobjects/GameObject.js#L592
Since: 3.0.0
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.Shader - 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. |
Overrides: Phaser.GameObjects.GameObject#willRender
Returns: boolean - True if the Game Object should be rendered, otherwise false.
Source: src/gameobjects/shader/Shader.js#L381
Since: 3.0.0
Private Methods
initSampler2D
<instance> initSampler2D(uniform)
Description:
Internal method that takes a sampler2D uniform and prepares it for use by setting the gl texture parameters.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
uniform | any | No | The sampler2D uniform to process. |
Source: src/gameobjects/shader/Shader.js#L926
Since: 3.17.0
initUniforms
<instance> initUniforms()
Description:
Initializes all of the uniforms this shader uses.
Access: private
Source: src/gameobjects/shader/Shader.js#L655
Since: 3.17.0
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)
Description:
This is a stub function for Shader.Render. There is no Canvas renderer for Shader objects.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | No | A reference to the current active Canvas renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. |
Source: src/gameobjects/shader/ShaderCanvasRenderer.js#L7
Since: 3.17.0
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 |
Source: src/gameobjects/shader/ShaderWebGLRenderer.js#L9
Since: 3.17.0
setAlpha
<instance> setAlpha()
Description:
A NOOP method so you can pass a Shader to a Container. Calling this method will do nothing. It is intentionally empty.
Access: private
Source: src/gameobjects/shader/Shader.js#L1196
Since: 3.17.0
setBlendMode
<instance> setBlendMode()
Description:
A NOOP method so you can pass a Shader to a Container. Calling this method will do nothing. It is intentionally empty.
Access: private
Source: src/gameobjects/shader/Shader.js#L1208
Since: 3.17.0
syncUniforms
<instance> syncUniforms()
Description:
Synchronizes all of the uniforms this shader uses. Each uniforms gl function is called in turn.
Access: private
Source: src/gameobjects/shader/Shader.js#L988
Since: 3.17.0