Phaser.GameObjects.Sprite

A Sprite Game Object.

A Sprite Game Object is used for the display of both static and animated images in your game. Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled and animated.

The main difference between a Sprite and an Image Game Object is that you cannot animate Images. As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.

Constructor

new Sprite(scene, x, y, texture, [frame])

Parameters:

nametypeoptionaldescription
scenePhaser.SceneNoThe Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
xnumberNoThe horizontal position of this Game Object in the world.
ynumberNoThe vertical position of this Game Object in the world.
texturestring | Phaser.Textures.TextureNoThe key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
framestring | numberYesAn optional frame from the Texture this Game Object is rendering with.

Scope: static

Extends: Phaser.GameObjects.GameObject, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.TextureCrop, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible

Source: src/gameobjects/sprite/Sprite.js - Line: 13
Since: 3.0.0

Members:

_alpha: number

_alpha

Access: private

Description:

Private internal value. Holds the global alpha value.

Inherits: Phaser.GameObjects.Components.Alpha#_alpha

Source: src/gameobjects/components/Alpha.js - Line: 22
Since: 3.0.0


_alphaBL: number

_alphaBL

Access: private

Description:

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

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL

Source: src/gameobjects/components/Alpha.js - Line: 55
Since: 3.0.0


_alphaBR: number

_alphaBR

Access: private

Description:

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

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR

Source: src/gameobjects/components/Alpha.js - Line: 66
Since: 3.0.0


_alphaTL: number

_alphaTL

Access: private

Description:

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

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL

Source: src/gameobjects/components/Alpha.js - Line: 33
Since: 3.0.0


_alphaTR: number

_alphaTR

Access: private

Description:

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

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR

Source: src/gameobjects/components/Alpha.js - Line: 44
Since: 3.0.0


_blendMode: number

_blendMode

Access: private

Description:

Private internal value. Holds the current blend mode.

Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode

Source: src/gameobjects/components/BlendMode.js - Line: 19
Since: 3.0.0


_crop: object

_crop

Access: private

Description:

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

Source: src/gameobjects/sprite/Sprite.js - Line: 82
Since: 3.11.0


_depth: number

_depth

Access: private

Description:

Private internal value. Holds the depth of the Game Object.

Inherits: Phaser.GameObjects.Components.Depth#_depth

Source: src/gameobjects/components/Depth.js - Line: 19
Since: 3.0.0


_originComponent: boolean

_originComponent

Access: private

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Origin#_originComponent

Source: src/gameobjects/components/Origin.js - Line: 19
Since: 3.2.0


_rotation: number

_rotation

Access: private

Description:

Private internal value. Holds the rotation value in radians.

Inherits: Phaser.GameObjects.Components.Transform#_rotation

Source: src/gameobjects/components/Transform.js - Line: 59
Since: 3.0.0


_scaleX: number

_scaleX

Access: private

Description:

Private internal value. Holds the horizontal scale value.

Inherits: Phaser.GameObjects.Components.Transform#_scaleX

Source: src/gameobjects/components/Transform.js - Line: 37
Since: 3.0.0


_scaleY: number

_scaleY

Access: private

Description:

Private internal value. Holds the vertical scale value.

Inherits: Phaser.GameObjects.Components.Transform#_scaleY

Source: src/gameobjects/components/Transform.js - Line: 48
Since: 3.0.0


_sizeComponent: boolean

_sizeComponent

Access: private

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Size#_sizeComponent

Source: src/gameobjects/components/Size.js - Line: 16
Since: 3.2.0


_visible: boolean

_visible

Access: private

Description:

Private internal value. Holds the visible value.

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js - Line: 20
Since: 3.0.0


active: boolean

active

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 - Line: 113
Since: 3.0.0


alpha: number

alpha

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 - Line: 129
Since: 3.0.0


alphaBottomLeft: number

alphaBottomLeft

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft

Source: src/gameobjects/components/Alpha.js - Line: 227
Since: 3.0.0


alphaBottomRight: number

alphaBottomRight

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight

Source: src/gameobjects/components/Alpha.js - Line: 257
Since: 3.0.0


alphaTopLeft: number

alphaTopLeft

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft

Source: src/gameobjects/components/Alpha.js - Line: 167
Since: 3.0.0


alphaTopRight: number

alphaTopRight

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight

Source: src/gameobjects/components/Alpha.js - Line: 197
Since: 3.0.0


angle: number

angle

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 - Line: 211
Since: 3.0.0


anims: Phaser.Animations.AnimationState

anims

Description:

The Animation State component of this Sprite.

This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.

Source: src/gameobjects/sprite/Sprite.js - Line: 92
Since: 3.0.0


blendMode: Phaser.BlendModes, string, number

blendMode

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 - Line: 30
Since: 3.0.0


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

body

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 - Line: 186
Since: 3.0.0


cameraFilter: number

cameraFilter

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 - Line: 160
Since: 3.0.0


data: Phaser.Data.DataManager

data

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 - Line: 136
Since: 3.0.0


defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline

defaultPipeline

Tags:

  • webglOnly

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline

Source: src/gameobjects/components/Pipeline.js - Line: 19
Since: 3.0.0


depth: number

depth

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 - Line: 30
Since: 3.0.0


displayHeight: number

displayHeight

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 - Line: 78
Since: 3.0.0


displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer

displayList

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 - Line: 53
Since: 3.50.0


displayOriginX: number

displayOriginX

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 - Line: 64
Since: 3.0.0


displayOriginY: number

displayOriginY

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 - Line: 88
Since: 3.0.0


displayWidth: number

displayWidth

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 - Line: 53
Since: 3.0.0


flipX: boolean

flipX

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 - Line: 17
Since: 3.0.0


flipY: boolean

flipY

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 - Line: 31
Since: 3.0.0


frame: Phaser.Textures.Frame

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 - Line: 30
Since: 3.0.0


hasPostPipeline: boolean

hasPostPipeline

Tags:

  • webglOnly

Description:

Does this Game Object have any Post Pipelines set?

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js - Line: 21
Since: 3.60.0


hasTransformComponent: boolean

hasTransformComponent

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js - Line: 26
Since: 3.60.0


height: number

height

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 - Line: 40
Since: 3.0.0


ignoreDestroy: boolean

ignoreDestroy

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 - Line: 196
Since: 3.5.0


input: Phaser.Types.Input.InteractiveObject

input

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 - Line: 175
Since: 3.0.0


isCropped: boolean

isCropped

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 - Line: 39
Since: 3.11.0


isTinted: boolean

isTinted

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.Tint#isTinted

Source: src/gameobjects/components/Tint.js - Line: 205
Since: 3.11.0


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

mask

Description:

The Mask this Game Object is using during render.

Inherits: Phaser.GameObjects.Components.Mask#mask

Source: src/gameobjects/components/Mask.js - Line: 19
Since: 3.0.0


name: string

name

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 - Line: 102
Since: 3.0.0


originX: number

originX

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 - Line: 30
Since: 3.0.0


originY: number

originY

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 - Line: 45
Since: 3.0.0


parentContainer: Phaser.GameObjects.Container

parentContainer

Description:

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

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js - Line: 93
Since: 3.4.0


pipeline: Phaser.Renderer.WebGL.WebGLPipeline

pipeline

Tags:

  • webglOnly

Description:

The current WebGL pipeline of this Game Object.

Inherits: Phaser.GameObjects.Components.Pipeline#pipeline

Source: src/gameobjects/components/Pipeline.js - Line: 32
Since: 3.0.0


pipelineData: object

pipelineData

Tags:

  • webglOnly

Description:

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

Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData

Source: src/gameobjects/components/Pipeline.js - Line: 43
Since: 3.50.0


postFX: Phaser.GameObjects.Components.FX

postFX

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js - Line: 88
Since: 3.60.0


postPipelineData: object

postPipelineData

Tags:

  • webglOnly

Description:

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

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js - Line: 46
Since: 3.60.0


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

postPipelines

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js - Line: 31
Since: 3.60.0


preFX: Phaser.GameObjects.Components.FX

preFX

Tags:

  • webglOnly

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.

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js - Line: 56
Since: 3.60.0


renderFlags: number

renderFlags

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 - Line: 148
Since: 3.0.0


rotation: number

rotation

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 - Line: 238
Since: 3.0.0


scale: number

scale

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 - Line: 113
Since: 3.18.0


scaleX: number

scaleX

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js - Line: 149
Since: 3.0.0


scaleY: number

scaleY

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js - Line: 180
Since: 3.0.0


scene: Phaser.Scene

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 - Line: 39
Since: 3.0.0


scrollFactorX: number

scrollFactorX

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 - Line: 16
Since: 3.0.0


scrollFactorY: number

scrollFactorY

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 - Line: 40
Since: 3.0.0


state: number, string

state

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 - Line: 77
Since: 3.16.0


tabIndex: number

tabIndex

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 - Line: 125
Since: 3.0.0


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

texture

Description:

The Texture this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.TextureCrop#texture

Source: src/gameobjects/components/TextureCrop.js - Line: 21
Since: 3.0.0


tint: number

tint

Tags:

  • webglOnly

Description:

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

Inherits: Phaser.GameObjects.Components.Tint#tint

Source: src/gameobjects/components/Tint.js - Line: 183
Since: 3.0.0


tintBottomLeft: number

tintBottomLeft

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 - Line: 42
Since: 3.0.0


tintBottomRight: number

tintBottomRight

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 - Line: 54
Since: 3.0.0


tintFill: boolean

tintFill

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 - Line: 66
Since: 3.11.0


tintTopLeft: number

tintTopLeft

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 - Line: 18
Since: 3.0.0


tintTopRight: number

tintTopRight

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 - Line: 30
Since: 3.0.0


type: string

type

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 - Line: 67
Since: 3.0.0


visible: boolean

visible

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 - Line: 31
Since: 3.0.0


w: number

w

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js - Line: 103
Since: 3.0.0


width: number

width

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 - Line: 27
Since: 3.0.0


x: number

x

Description:

The x position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#x

Source: src/gameobjects/components/Transform.js - Line: 70
Since: 3.0.0


y: number

y

Description:

The y position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#y

Source: src/gameobjects/components/Transform.js - Line: 80
Since: 3.0.0


z: number

z

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 - Line: 90
Since: 3.0.0


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 - Line: 562
Since: 3.50.0


addListener

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

Description:

Add a listener for a given event.

Parameters:

nametypeoptionaldefaultdescription
eventstring | symbolNoThe event name.
fnfunctionNoThe listener function.
context*Yes"this"The context to invoke the listener with.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js - Line: 111
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:

nametypeoptionaldescription
displayListPhaser.GameObjects.DisplayList | Phaser.GameObjects.LayerYesThe Display List to add to. Defaults to the Scene Display List.

Returns: Phaser.GameObjects.Sprite - 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 - Line: 684
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.Sprite - This Game Object.

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js - Line: 735
Since: 3.53.0


chain

<instance> chain([key])

Description:

Sets an animation, or an array of animations, to be played immediately after the current one completes or stops.

The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have the stop method called directly on it.

An animation set to repeat forever will never enter a completed state.

You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its animationcomplete event).

Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the animation they're playing.

Call this method with no arguments to reset all currently chained animations.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigArray.<string>

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

Source: src/gameobjects/sprite/Sprite.js - Line: 327
Since: 3.50.0


clearAlpha

<instance> clearAlpha()

Description:

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

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

Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha

Source: src/gameobjects/components/Alpha.js - Line: 77
Since: 3.0.0


clearFX

<instance> clearFX()

Tags:

  • webglOnly

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.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX

Source: src/gameobjects/components/PostPipeline.js - Line: 337
Since: 3.60.0


clearMask

<instance> clearMask([destroyMask])

Description:

Clears the mask that this Game Object was using.

Parameters:

nametypeoptionaldefaultdescription
destroyMaskbooleanYesfalseDestroy the mask before clearing it?

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

Inherits: Phaser.GameObjects.Components.Mask#clearMask

Source: src/gameobjects/components/Mask.js - Line: 56
Since: 3.6.2


clearTint

<instance> clearTint()

Tags:

  • webglOnly

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.

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

Inherits: Phaser.GameObjects.Components.Tint#clearTint

Source: src/gameobjects/components/Tint.js - Line: 79
Since: 3.0.0


copyPosition

<instance> copyPosition(source)

Description:

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

Parameters:

nametypeoptionaldescription
sourcePhaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3LikePhaser.Types.Math.Vector4LikeNo

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

Inherits: Phaser.GameObjects.Components.Transform#copyPosition

Source: src/gameobjects/components/Transform.js - Line: 293
Since: 3.50.0


createBitmapMask

<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])

Tags:

  • generic
  • generic
  • genericUse

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.

Parameters:

nametypeoptionaldescription
maskObjectPhaser.GameObjects.GameObject | Phaser.Textures.DynamicTextureYesThe Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.
xnumberYesIf creating a Game Object, the horizontal position in the world.
ynumberYesIf creating a Game Object, the vertical position in the world.
texturestring | Phaser.Textures.TextureYesIf creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.
framestring | numberPhaser.Textures.FrameYes

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

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js - Line: 80
Since: 3.6.2


createGeometryMask

<instance> createGeometryMask([graphics])

Tags:

  • generic
  • generic
  • genericUse

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.

Parameters:

nametypeoptionaldescription
graphicsPhaser.GameObjects.Graphics | Phaser.GameObjects.ShapeYesA 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 - Line: 120
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:

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

Fires: Phaser.GameObjects.Events#event:DESTROY

Inherits: Phaser.GameObjects.GameObject#destroy

Source: src/gameobjects/GameObject.js - Line: 855
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:

nametypeoptionaldefaultdescription
resetCursorbooleanYesfalseShould the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js - Line: 494
Since: 3.7.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

nametypeoptionaldescription
eventstring | symbolNoThe event name.
args*YesAdditional 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 - Line: 86
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 - Line: 55
Since: 3.0.0


getBottomCenter

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 236
Since: 3.18.0


getBottomLeft

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 210
Since: 3.0.0


getBottomRight

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 262
Since: 3.0.0


getBounds

<instance> getBounds([output])

Tags:

  • generic

Description:

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

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

Parameters:

nametypeoptionaldescription
outputPhaser.Geom.Rectangle | objectYesAn 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 - Line: 288
Since: 3.0.0


getCenter

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 54
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:

nametypeoptionaldescription
keystring | Array.<string>NoThe 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 - Line: 416
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 - Line: 823
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 - Line: 635
Since: 3.4.0


getLeftCenter

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 158
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:

nametypeoptionaldescription
xnumberNoThe x position to translate.
ynumberNoThe y position to translate.
pointPhaser.Math.Vector2YesA Vector2, or point-like object, to store the results in.
cameraPhaser.Cameras.Scene2D.CameraYesThe 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 - Line: 542
Since: 3.50.0


getLocalTransformMatrix

<instance> getLocalTransformMatrix([tempMatrix])

Description:

Gets the local transform matrix for this Game Object.

Parameters:

nametypeoptionaldescription
tempMatrixPhaser.GameObjects.Components.TransformMatrixYesThe 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 - Line: 484
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 - Line: 592
Since: 3.18.0


getPipelineName

<instance> getPipelineName()

Tags:

  • webglOnly

Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

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 - Line: 201
Since: 3.0.0


getPostPipeline

<instance> getPostPipeline(pipeline)

Tags:

  • webglOnly

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Parameters:

nametypeoptionaldescription
pipelinestring | functionPhaser.Renderer.WebGL.Pipelines.PostFXPipelineNo

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 - Line: 237
Since: 3.60.0


getRightCenter

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 184
Since: 3.18.0


getTopCenter

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 106
Since: 3.18.0


getTopLeft

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 80
Since: 3.0.0


getTopRight

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

Tags:

  • generic

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.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeYesAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 132
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:

nametypeoptionaldescription
tempMatrixPhaser.GameObjects.Components.TransformMatrixYesThe matrix to populate with the values from this Game Object.
parentMatrixPhaser.GameObjects.Components.TransformMatrixYesA 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 - Line: 501
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:

nametypeoptionaldefaultdescription
keystringNoThe key to change the value for.
amountnumberYes1The amount to increase the given key by. Pass a negative value to decrease the key.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#incData

Source: src/gameobjects/GameObject.js - Line: 357
Since: 3.23.0


initPipeline

<instance> initPipeline([pipeline])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldescription
pipelinestring | Phaser.Renderer.WebGL.WebGLPipelineYesEither 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 - Line: 53
Since: 3.0.0


initPostPipeline

<instance> initPostPipeline([preFX])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldefaultdescription
preFXbooleanYesfalseDoes this Game Object support Pre FX?

Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline

Source: src/gameobjects/components/PostPipeline.js - Line: 113
Since: 3.60.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

nametypeoptionaldescription
eventstring | symbolNoThe event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js - Line: 75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

nametypeoptionaldescription
eventstring | symbolNoThe event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js - Line: 64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

nametypeoptionaldescription
eventstring | symbolNoThe event name.
fnfunctionYesOnly remove the listeners that match this function.
context*YesOnly remove the listeners that have this context.
oncebooleanYesOnly remove one-time listeners.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js - Line: 151
Since: 3.0.0


on

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

Description:

Add a listener for a given event.

Parameters:

nametypeoptionaldefaultdescription
eventstring | symbolNoThe event name.
fnfunctionNoThe listener function.
context*Yes"this"The context to invoke the listener with.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js - Line: 98
Since: 3.0.0


once

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

Description:

Add a one-time listener for a given event.

Parameters:

nametypeoptionaldefaultdescription
eventstring | symbolNoThe event name.
fnfunctionNoThe listener function.
context*Yes"this"The context to invoke the listener with.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js - Line: 124
Since: 3.0.0


play

<instance> play(key, [ignoreIfPlaying])

Description:

Start playing the given animation on this Sprite.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).play('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

nametypeoptionaldefaultdescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
ignoreIfPlayingbooleanYesfalseIf an animation is already playing then ignore this call.

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

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/gameobjects/sprite/Sprite.js - Line: 140
Since: 3.0.0


playAfterDelay

<instance> playAfterDelay(key, delay)

Description:

Waits for the specified delay, in milliseconds, then starts playback of the given animation.

If the animation also has a delay value set in its config, it will be added to the delay given here.

If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.

If no animation is currently running, the given one begins after the delay.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Prior to Phaser 3.50 this method was called 'delayedPlay'.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
delaynumberNoThe delay, in milliseconds, to wait before starting the animation playing.

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

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/gameobjects/sprite/Sprite.js - Line: 270
Since: 3.50.0


playAfterRepeat

<instance> playAfterRepeat(key, [repeatCount])

Description:

Waits for the current animation to complete the repeatCount number of repeat cycles, then starts playback of the given animation.

You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.

If no animation is currently running, the given one will start immediately.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Parameters:

nametypeoptionaldefaultdescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
repeatCountnumberYes1How many times should the animation repeat before the next one starts?

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

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/gameobjects/sprite/Sprite.js - Line: 300
Since: 3.50.0


playReverse

<instance> playReverse(key, [ignoreIfPlaying])

Description:

Start playing the given animation on this Sprite, in reverse.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).playReverse('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

nametypeoptionaldefaultdescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
ignoreIfPlayingbooleanYesfalseIf an animation is already playing then ignore this call.

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

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/gameobjects/sprite/Sprite.js - Line: 205
Since: 3.50.0


preDestroy

<instance> preDestroy()

Access: private

Description:

Handles the pre-destroy step for the Sprite, which removes the Animation component.

Source: src/gameobjects/sprite/Sprite.js - Line: 460
Since: 3.14.0


prepareBoundsOutput

<instance> prepareBoundsOutput(output, [includeParent])

Tags:

  • generic

Access: private

Description:

Processes the bounds output vector before returning it.

Parameters:

nametypeoptionaldefaultdescription
outputPhaser.Types.Math.Vector2LikeNoAn object to store the values in. If not provided a new Vector2 will be created.
includeParentbooleanYesfalseIf 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 - Line: 21
Since: 3.18.0


preUpdate

<instance> preUpdate(time, delta)

Access: protected

Description:

Update this Sprite's animations.

Parameters:

nametypeoptionaldescription
timenumberNoThe current timestamp.
deltanumberNoThe delta time, in ms, elapsed since the last frame.

Source: src/gameobjects/sprite/Sprite.js - Line: 125
Since: 3.0.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

nametypeoptionaldescription
eventstring | symbolYesThe event name.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js - Line: 165
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 - Line: 577
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.Sprite - 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 - Line: 760
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.Sprite - This Game Object.

Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList

Source: src/gameobjects/GameObject.js - Line: 798
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:

nametypeoptionaldefaultdescription
resetCursorbooleanYesfalseShould the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#removeInteractive

Source: src/gameobjects/GameObject.js - Line: 519
Since: 3.7.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

nametypeoptionaldescription
eventstring | symbolNoThe event name.
fnfunctionYesOnly remove the listeners that match this function.
context*YesOnly remove the listeners that have this context.
oncebooleanYesOnly remove one-time listeners.

Returns: Phaser.GameObjects.Sprite - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js - Line: 137
Since: 3.0.0


removePostPipeline

<instance> removePostPipeline(pipeline)

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldescription
pipelinestring | Phaser.Renderer.WebGL.Pipelines.PostFXPipelineNoThe string-based name of the pipeline, or a pipeline class.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js - Line: 299
Since: 3.60.0


renderCanvas

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

Access: private

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.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.Canvas.CanvasRendererNoA reference to the current active Canvas renderer.
srcPhaser.GameObjects.SpriteNoThe Game Object being rendered in this call.
cameraPhaser.Cameras.Scene2D.CameraNoThe Camera that is rendering the Game Object.
parentMatrixPhaser.GameObjects.Components.TransformMatrixNoThis transform matrix is defined if the game object is nested

Source: src/gameobjects/sprite/SpriteCanvasRenderer.js - Line: 7
Since: 3.0.0


renderWebGL

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

Access: private

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.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.WebGL.WebGLRendererNoA reference to the current active WebGL renderer.
srcPhaser.GameObjects.SpriteNoThe Game Object being rendered in this call.
cameraPhaser.Cameras.Scene2D.CameraNoThe Camera that is rendering the Game Object.
parentMatrixPhaser.GameObjects.Components.TransformMatrixNoThis transform matrix is defined if the game object is nested

Source: src/gameobjects/sprite/SpriteWebGLRenderer.js - Line: 7
Since: 3.0.0


resetCropObject

<instance> resetCropObject()

Access: private

Description:

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

Returns: object - The crop object.

Inherits: Phaser.GameObjects.Components.TextureCrop#resetCropObject

Source: src/gameobjects/components/TextureCrop.js - Line: 201
Since: 3.12.0


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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#resetFlip

Source: src/gameobjects/components/Flip.js - Line: 140
Since: 3.0.0


resetPipeline

<instance> resetPipeline([resetData])

Tags:

  • webglOnly

Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Parameters:

nametypeoptionaldefaultdescription
resetDatabooleanYesfalseReset the pipelineData object to being an empty object?

Returns: boolean - true if the pipeline was reset successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline

Source: src/gameobjects/components/Pipeline.js - Line: 176
Since: 3.0.0


resetPostPipeline

<instance> resetPostPipeline([resetData])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldefaultdescription
resetDatabooleanYesfalseReset the postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js - Line: 269
Since: 3.60.0


setAbove

<instance> setAbove(gameObject)

Description:

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

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

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

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

Parameters:

nametypeoptionaldescription
gameObjectPhaser.GameObjects.GameObjectNoThe Game Object that this Game Object will be moved to be above.

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

Inherits: Phaser.GameObjects.Components.Depth#setAbove

Source: src/gameobjects/components/Depth.js - Line: 139
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:

nametypeoptionaldescription
valuebooleanNoTrue if this Game Object should be set as active, false if not.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js - Line: 216
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:

nametypeoptionaldefaultdescription
topLeftnumberYes1The 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.
topRightnumberYesThe alpha value used for the top-right of the Game Object. WebGL only.
bottomLeftnumberYesThe alpha value used for the bottom-left of the Game Object. WebGL only.
bottomRightnumberYesThe alpha value used for the bottom-right of the Game Object. WebGL only.

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

Inherits: Phaser.GameObjects.Components.Alpha#setAlpha

Source: src/gameobjects/components/Alpha.js - Line: 92
Since: 3.0.0


setAngle

<instance> setAngle([degrees])

Description:

Sets the angle of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
degreesnumberYes0The rotation of this Game Object, in degrees.

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

Inherits: Phaser.GameObjects.Components.Transform#setAngle

Source: src/gameobjects/components/Transform.js - Line: 364
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:

nametypeoptionaldescription
gameObjectPhaser.GameObjects.GameObjectNoThe Game Object that this Game Object will be moved to be below.

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

Inherits: Phaser.GameObjects.Components.Depth#setBelow

Source: src/gameobjects/components/Depth.js - Line: 167
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:

nametypeoptionaldescription
valuestring | Phaser.BlendModesnumberNo

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

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js - Line: 80
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:

nametypeoptionaldescription
xnumber | Phaser.Geom.RectangleYesThe 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.
ynumberYesThe y coordinate to start the crop from. Cannot be negative or exceed the Frame height.
widthnumberYesThe width of the crop rectangle in pixels. Cannot exceed the Frame width.
heightnumberYesThe height of the crop rectangle in pixels. Cannot exceed the Frame height.

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

Inherits: Phaser.GameObjects.Components.TextureCrop#setCrop

Source: src/gameobjects/components/TextureCrop.js - Line: 50
Since: 3.11.0


setData

<instance> setData(key, [data])

Tags:

  • generic
  • genericUse

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.

Parameters:

nametypeoptionaldescription
keystring | objectNoThe key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
data*YesThe value to set for the given key. If an object is provided as the key this argument is ignored.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setData

Source: src/gameobjects/GameObject.js - Line: 295
Since: 3.0.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js - Line: 276
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:

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

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

Inherits: Phaser.GameObjects.Components.Depth#setDepth

Source: src/gameobjects/components/Depth.js - Line: 64
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:

nametypeoptionaldefaultdescription
xnumberYes0The horizontal display origin value.
ynumberYes"x"The vertical display origin value. If not defined it will be set to the value of x.

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

Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin

Source: src/gameobjects/components/Origin.js - Line: 159
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:

nametypeoptionaldescription
widthnumberNoThe width of this Game Object.
heightnumberNoThe height of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Size#setDisplaySize

Source: src/gameobjects/components/Size.js - Line: 166
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:

nametypeoptionaldescription
xbooleanNoThe horizontal flipped state. false for no flip, or true to be flipped.
ybooleanNoThe horizontal flipped state. false for no flip, or true to be flipped.

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

Inherits: Phaser.GameObjects.Components.Flip#setFlip

Source: src/gameobjects/components/Flip.js - Line: 117
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:

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

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

Inherits: Phaser.GameObjects.Components.Flip#setFlipX

Source: src/gameobjects/components/Flip.js - Line: 79
Since: 3.0.0


setFlipY

<instance> setFlipY(value)

Description:

Sets the vertical flipped state of this Game Object.

Parameters:

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

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

Inherits: Phaser.GameObjects.Components.Flip#setFlipY

Source: src/gameobjects/components/Flip.js - Line: 100
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:

nametypeoptionaldefaultdescription
framestring | numberPhaser.Textures.FrameNo
updateSizebooleanYestrueShould this call adjust the size of the Game Object?
updateOriginbooleanYestrueShould this call adjust the origin of the Game Object?

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

Inherits: Phaser.GameObjects.Components.TextureCrop#setFrame

Source: src/gameobjects/components/TextureCrop.js - Line: 130
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:

nametypeoptionaldefaultdescription
hitAreaPhaser.Types.Input.InputConfiguration | anyYesEither 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.
callbackPhaser.Types.Input.HitAreaCallbackYesThe 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.
dropZonebooleanYesfalseShould this Game Object be treated as a drop zone target?

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js - Line: 456
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:

nametypeoptionaldescription
maskPhaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMaskNoThe mask this Game Object will use when rendering.

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

Inherits: Phaser.GameObjects.Components.Mask#setMask

Source: src/gameobjects/components/Mask.js - Line: 28
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:

nametypeoptionaldescription
valuestringNoThe name to be given to this Game Object.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js - Line: 234
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:

nametypeoptionaldefaultdescription
xnumberYes0.5The horizontal origin value.
ynumberYes"x"The vertical origin value. If not defined it will be set to the value of x.

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

Inherits: Phaser.GameObjects.Components.Origin#setOrigin

Source: src/gameobjects/components/Origin.js - Line: 112
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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame

Source: src/gameobjects/components/Origin.js - Line: 136
Since: 3.0.0


setPipeline

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

Tags:

  • webglOnly

Description:

Sets the main WebGL Pipeline of this Game Object.

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

Parameters:

nametypeoptionaldefaultdescription
pipelinestring | Phaser.Renderer.WebGL.WebGLPipelineNoEither the string-based name of the pipeline, or a pipeline instance to set.
pipelineDataobjectYesOptional pipeline data object that is set in to the pipelineData property of this Game Object.
copyDatabooleanYestrueShould the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

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

Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline

Source: src/gameobjects/components/Pipeline.js - Line: 100
Since: 3.0.0


setPipelineData

<instance> setPipelineData(key, [value])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the pipeline data to set, update, or delete.
valueanyYesThe value to be set with the key. If undefined then key will be deleted from the object.

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

Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData

Source: src/gameobjects/components/Pipeline.js - Line: 144
Since: 3.50.0


setPosition

<instance> setPosition([x], [y], [z], [w])

Description:

Sets the position of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes0The x position of this Game Object.
ynumberYes"x"The y position of this Game Object. If not set it will use the x value.
znumberYes0The z position of this Game Object.
wnumberYes0The w position of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Transform#setPosition

Source: src/gameobjects/components/Transform.js - Line: 265
Since: 3.0.0


setPostPipeline

<instance> setPostPipeline(pipelines, [pipelineData], [copyData])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldefaultdescription
pipelinesstring | Array.<string>functionArray.<function()>Phaser.Renderer.WebGL.Pipelines.PostFXPipeline
pipelineDataobjectYesOptional pipeline data object that is set in to the postPipelineData property of this Game Object.
copyDatabooleanYestrueShould the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js - Line: 140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Tags:

  • webglOnly

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.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the pipeline data to set, update, or delete.
valueanyYesThe value to be set with the key. If undefined then key will be deleted from the object.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js - Line: 205
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:

nametypeoptionaldefaultdescription
xnumberYes0The x position of the top-left of the random area.
ynumberYes0The y position of the top-left of the random area.
widthnumberYesThe width of the random area.
heightnumberYesThe height of the random area.

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

Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition

Source: src/gameobjects/components/Transform.js - Line: 313
Since: 3.8.0


setRotation

<instance> setRotation([radians])

Description:

Sets the rotation of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
radiansnumberYes0The rotation of this Game Object, in radians.

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

Inherits: Phaser.GameObjects.Components.Transform#setRotation

Source: src/gameobjects/components/Transform.js - Line: 345
Since: 3.0.0


setScale

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

Description:

Sets the scale of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes1The horizontal scale of this Game Object.
ynumberYes"x"The vertical scale of this Game Object. If not set it will use the x value.

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

Inherits: Phaser.GameObjects.Components.Transform#setScale

Source: src/gameobjects/components/Transform.js - Line: 383
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:

nametypeoptionaldefaultdescription
xnumberNoThe horizontal scroll factor of this Game Object.
ynumberYes"x"The vertical scroll factor of this Game Object. If not set it will use the x value.

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

Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor

Source: src/gameobjects/components/ScrollFactor.js - Line: 64
Since: 3.0.0


setSize

<instance> setSize(width, height)

Description:

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

nametypeoptionaldescription
widthnumberNoThe width of this Game Object.
heightnumberNoThe height of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Size#setSize

Source: src/gameobjects/components/Size.js - Line: 139
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:

nametypeoptionaldescription
framePhaser.Textures.Frame | booleanYesThe frame to base the size of this Game Object on.

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

Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame

Source: src/gameobjects/components/Size.js - Line: 103
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:

nametypeoptionaldescription
valuenumber | stringNoThe state of the Game Object.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js - Line: 252
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:

nametypeoptionaldescription
keystringNoThe key of the texture to be used, as stored in the Texture Manager.
framestring | numberYesThe name or index of the frame within the Texture.

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

Inherits: Phaser.GameObjects.Components.TextureCrop#setTexture

Source: src/gameobjects/components/TextureCrop.js - Line: 110
Since: 3.0.0


setTint

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

Tags:

  • webglOnly

Description:

Sets an additive tint on this Game Object.

The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

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

Parameters:

nametypeoptionaldefaultdescription
topLeftnumberYes"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.
topRightnumberYesThe tint being applied to the top-right of the Game Object.
bottomLeftnumberYesThe tint being applied to the bottom-left of the Game Object.
bottomRightnumberYesThe tint being applied to the bottom-right of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Tint#setTint

Source: src/gameobjects/components/Tint.js - Line: 98
Since: 3.0.0


setTintFill

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

Tags:

  • webglOnly

Description:

Sets a fill-based tint on this Game Object.

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

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

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

Parameters:

nametypeoptionaldefaultdescription
topLeftnumberYes"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.
topRightnumberYesThe tint being applied to the top-right of the Game Object.
bottomLeftnumberYesThe tint being applied to the bottom-left of the Game Object.
bottomRightnumberYesThe tint being applied to the bottom-right of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Tint#setTintFill

Source: src/gameobjects/components/Tint.js - Line: 146
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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToBack

Source: src/gameobjects/components/Depth.js - Line: 115
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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js - Line: 91
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:

nametypeoptionaldescription
valuebooleanNoThe visible state of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js - Line: 63
Since: 3.0.0


setW

<instance> setW([value])

Description:

Sets the w position of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
valuenumberYes0The w position of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Transform#setW

Source: src/gameobjects/components/Transform.js - Line: 465
Since: 3.0.0


setX

<instance> setX([value])

Description:

Sets the x position of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
valuenumberYes0The x position of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Transform#setX

Source: src/gameobjects/components/Transform.js - Line: 405
Since: 3.0.0


setY

<instance> setY([value])

Description:

Sets the y position of this Game Object.

Parameters:

nametypeoptionaldefaultdescription
valuenumberYes0The y position of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Transform#setY

Source: src/gameobjects/components/Transform.js - Line: 424
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:

nametypeoptionaldefaultdescription
valuenumberYes0The z position of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Transform#setZ

Source: src/gameobjects/components/Transform.js - Line: 443
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js - Line: 31
Since: 3.0.0


stop

<instance> stop()

Description:

Immediately stops the current animation from playing and dispatches the ANIMATION_STOP events.

If no animation is playing, no event will be dispatched.

If there is another animation queued (via the chain method) then it will start playing immediately.

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

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/gameobjects/sprite/Sprite.js - Line: 359
Since: 3.50.0


stopAfterDelay

<instance> stopAfterDelay(delay)

Description:

Stops the current animation from playing after the specified time delay, given in milliseconds.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Parameters:

nametypeoptionaldescription
delaynumberNoThe number of milliseconds to wait before stopping this animation.

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

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/gameobjects/sprite/Sprite.js - Line: 377
Since: 3.50.0


stopAfterRepeat

<instance> stopAfterRepeat([repeatCount])

Description:

Stops the current animation from playing after the given number of repeats.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Parameters:

nametypeoptionaldefaultdescription
repeatCountnumberYes1How many times should the animation repeat before stopping?

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

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/gameobjects/sprite/Sprite.js - Line: 400
Since: 3.50.0


stopOnFrame

<instance> stopOnFrame(frame)

Description:

Stops the current animation from playing when it next sets the given frame. If this frame doesn't exist within the animation it will not stop it from playing.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Parameters:

nametypeoptionaldescription
framePhaser.Animations.AnimationFrameNoThe frame to check before stopping this animation.

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

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/gameobjects/sprite/Sprite.js - Line: 423
Since: 3.50.0


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:

nametypeoptionaldescription
keystringNoThe key to toggle the value for.

Returns: Phaser.GameObjects.Sprite - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js - Line: 387
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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipX

Source: src/gameobjects/components/Flip.js - Line: 45
Since: 3.0.0


toggleFlipY

<instance> toggleFlipY()

Description:

Toggles the vertical flipped state of this Game Object.

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

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipY

Source: src/gameobjects/components/Flip.js - Line: 64
Since: 3.0.0


toJSON

<instance> toJSON()

Description:

Build a JSON representation of this Sprite.

Overrides: Phaser.GameObjects.GameObject#toJSON

Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.

Source: src/gameobjects/sprite/Sprite.js - Line: 447
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:

nametypeoptionaldescription
args*Yesargs

Inherits: Phaser.GameObjects.GameObject#update

Source: src/gameobjects/GameObject.js - Line: 592
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.Sprite - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin

Source: src/gameobjects/components/Origin.js - Line: 182
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:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe 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 - Line: 617
Since: 3.0.0


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