An Arcade Physics Sprite is a Sprite with an Arcade Physics body and related components. The body can be dynamic or static.
The main difference between an Arcade Sprite and an Arcade Image is that you cannot animate an Arcade Image. If you do not require animation then you can safely use Arcade Images instead of Arcade Sprites.
Constructor
new Sprite(scene, x, y, texture, [frame])
Parameters
name | type | optional | description |
---|---|---|---|
scene | No | The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
x | number | No | The horizontal position of this Game Object in the world. |
y | number | No | The vertical position of this Game Object in the world. |
texture | string | Phaser.Textures.Texture | No | The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. |
frame | string | number | Yes | An optional frame from the Texture this Game Object is rendering with. |
Scope: static
Extends
Phaser.GameObjects.Sprite
Phaser.Physics.Arcade.Components.Acceleration
Phaser.Physics.Arcade.Components.Angular
Phaser.Physics.Arcade.Components.Bounce
Phaser.Physics.Arcade.Components.Collision
Phaser.Physics.Arcade.Components.Debug
Phaser.Physics.Arcade.Components.Drag
Phaser.Physics.Arcade.Components.Enable
Phaser.Physics.Arcade.Components.Friction
Phaser.Physics.Arcade.Components.Gravity
Phaser.Physics.Arcade.Components.Immovable
Phaser.Physics.Arcade.Components.Mass
Phaser.Physics.Arcade.Components.Pushable
Phaser.Physics.Arcade.Components.Size
Phaser.Physics.Arcade.Components.Velocity
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.Texture
Phaser.GameObjects.Components.Tint
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Source: src/physics/arcade/ArcadeSprite.js#L11
Since: 3.0.0
Public Members
active
active: boolean
Description:
The active state of this Game Object.
A Game Object with an active state of true
is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.
Inherits: Phaser.GameObjects.GameObject#active
Source: src/gameobjects/GameObject.js#L113
Since: 3.0.0
alpha
alpha: number
Description:
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
Overrides: Phaser.GameObjects.Components.Alpha#alpha
Inherits: Phaser.GameObjects.Components.Alpha#alpha
Source: src/gameobjects/components/Alpha.js#L129
Since: 3.0.0
alphaBottomLeft
alphaBottomLeft: number
Description:
The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Alpha#alphaBottomLeft
Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft
Source: src/gameobjects/components/Alpha.js#L227
Since: 3.0.0
alphaBottomRight
alphaBottomRight: number
Description:
The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Alpha#alphaBottomRight
Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight
Source: src/gameobjects/components/Alpha.js#L257
Since: 3.0.0
alphaTopLeft
alphaTopLeft: number
Description:
The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Alpha#alphaTopLeft
Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft
Source: src/gameobjects/components/Alpha.js#L167
Since: 3.0.0
alphaTopRight
alphaTopRight: number
Description:
The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Alpha#alphaTopRight
Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight
Source: src/gameobjects/components/Alpha.js#L197
Since: 3.0.0
angle
angle: number
Description:
The angle of this Game Object as expressed in degrees.
Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.
If you prefer to work in radians, see the rotation
property instead.
Overrides: Phaser.GameObjects.Components.Transform#angle
Inherits: Phaser.GameObjects.Components.Transform#angle
Source: src/gameobjects/components/Transform.js#L211
Since: 3.0.0
anims
anims: Phaser.Animations.AnimationState
Description:
The Animation State component of this Sprite.
This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.
Inherits: Phaser.GameObjects.Sprite#anims
Source: src/gameobjects/sprite/Sprite.js#L92
Since: 3.0.0
blendMode
blendMode: Phaser.BlendModes, string, number
Description:
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN
, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
- NORMAL
- ADD
- MULTIPLY
- SCREEN
- ERASE
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.
Overrides: Phaser.GameObjects.Components.BlendMode#blendMode
Inherits: Phaser.GameObjects.Components.BlendMode#blendMode
Source: src/gameobjects/components/BlendMode.js#L30
Since: 3.0.0
body
body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody
Description:
This Game Object's Physics Body.
Overrides: Phaser.GameObjects.Sprite#body
Source: src/physics/arcade/ArcadeSprite.js#L88
Since: 3.0.0
cameraFilter
cameraFilter: number
Description:
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call Camera.ignore
, however you can
set this property directly using the Camera.id property:
Inherits: Phaser.GameObjects.GameObject#cameraFilter
Source: src/gameobjects/GameObject.js#L160
Since: 3.0.0
data
data: Phaser.Data.DataManager
Description:
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
null
by default. Automatically created if you use getData
or setData
or setDataEnabled
.
Inherits: Phaser.GameObjects.GameObject#data
Source: src/gameobjects/GameObject.js#L136
Since: 3.0.0
debugBodyColor
debugBodyColor: number
Description:
The color of the body outline when it renders to the debug display.
Inherits: Phaser.Physics.Arcade.Components.Debug#debugBodyColor
Source: src/physics/arcade/components/Debug.js#L98
Since: 3.0.0
debugShowBody
debugShowBody: boolean
Description:
Set to true
to have this body render its outline to the debug display.
Inherits: Phaser.Physics.Arcade.Components.Debug#debugShowBody
Source: src/physics/arcade/components/Debug.js#L56
Since: 3.0.0
debugShowVelocity
debugShowVelocity: boolean
Description:
Set to true
to have this body render a velocity marker to the debug display.
Inherits: Phaser.Physics.Arcade.Components.Debug#debugShowVelocity
Source: src/physics/arcade/components/Debug.js#L77
Since: 3.0.0
defaultPipeline
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
Description:
The initial WebGL pipeline of this Game Object.
If you call resetPipeline
on this Game Object, the pipeline is reset to this default.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Source: src/gameobjects/components/Pipeline.js#L19
Since: 3.0.0
depth
depth: number
Description:
The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
Overrides: Phaser.GameObjects.Components.Depth#depth
Inherits: Phaser.GameObjects.Components.Depth#depth
Source: src/gameobjects/components/Depth.js#L30
Since: 3.0.0
displayHeight
displayHeight: number
Description:
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Overrides: Phaser.GameObjects.Components.Size#displayHeight
Inherits: Phaser.GameObjects.Components.Size#displayHeight
Source: src/gameobjects/components/Size.js#L78
Since: 3.0.0
displayList
displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer
Description:
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
Inherits: Phaser.GameObjects.GameObject#displayList
Source: src/gameobjects/GameObject.js#L53
Since: 3.50.0
displayOriginX
displayOriginX: number
Description:
The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Overrides: Phaser.GameObjects.Components.Origin#displayOriginX
Inherits: Phaser.GameObjects.Components.Origin#displayOriginX
Source: src/gameobjects/components/Origin.js#L64
Since: 3.0.0
displayOriginY
displayOriginY: number
Description:
The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
Overrides: Phaser.GameObjects.Components.Origin#displayOriginY
Inherits: Phaser.GameObjects.Components.Origin#displayOriginY
Source: src/gameobjects/components/Origin.js#L88
Since: 3.0.0
displayWidth
displayWidth: number
Description:
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Overrides: Phaser.GameObjects.Components.Size#displayWidth
Inherits: Phaser.GameObjects.Components.Size#displayWidth
Source: src/gameobjects/components/Size.js#L53
Since: 3.0.0
flipX
flipX: boolean
Description:
The horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Overrides: Phaser.GameObjects.Components.Flip#flipX
Inherits: Phaser.GameObjects.Components.Flip#flipX
Source: src/gameobjects/components/Flip.js#L17
Since: 3.0.0
flipY
flipY: boolean
Description:
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Overrides: Phaser.GameObjects.Components.Flip#flipY
Inherits: Phaser.GameObjects.Components.Flip#flipY
Source: src/gameobjects/components/Flip.js#L31
Since: 3.0.0
frame
frame: Phaser.Textures.Frame
Description:
The Texture Frame this Game Object is using to render with.
Overrides: Phaser.GameObjects.Components.Texture#frame
Inherits: Phaser.GameObjects.Components.TextureCrop#frame
Source: src/gameobjects/components/TextureCrop.js#L30
Since: 3.0.0
hasPostPipeline
hasPostPipeline: boolean
Description:
Does this Game Object have any Post Pipelines set?
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline
Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0
hasTransformComponent
hasTransformComponent: boolean
Description:
A property indicating that a Game Object has this component.
Overrides: Phaser.GameObjects.Components.Transform#hasTransformComponent
Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent
Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0
height
height: number
Description:
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayHeight
property.
Overrides: Phaser.GameObjects.Components.Size#height
Inherits: Phaser.GameObjects.Components.Size#height
Source: src/gameobjects/components/Size.js#L40
Since: 3.0.0
ignoreDestroy
ignoreDestroy: boolean
Description:
This Game Object will ignore all calls made to its destroy method if this flag is set to true
.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
Inherits: Phaser.GameObjects.GameObject#ignoreDestroy
Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0
input
input: Phaser.Types.Input.InteractiveObject
Description:
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
Inherits: Phaser.GameObjects.GameObject#input
Source: src/gameobjects/GameObject.js#L175
Since: 3.0.0
isCropped
isCropped: boolean
Description:
A boolean flag indicating if this Game Object is being cropped or not.
You can toggle this at any time after setCrop
has been called, to turn cropping on or off.
Equally, calling setCrop
with no arguments will reset the crop and disable it.
Overrides: Phaser.GameObjects.Components.Texture#isCropped
Inherits: Phaser.GameObjects.Components.TextureCrop#isCropped
Source: src/gameobjects/components/TextureCrop.js#L39
Since: 3.11.0
isTinted
isTinted: boolean
Description:
Does this Game Object have a tint applied?
It checks to see if the 4 tint properties are set to the value 0xffffff
and that the tintFill
property is false
. This indicates that a Game Object isn't tinted.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Tint#isTinted
Inherits: Phaser.GameObjects.Components.Tint#isTinted
Source: src/gameobjects/components/Tint.js#L205
Since: 3.11.0
mask
mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask
Description:
The Mask this Game Object is using during render.
Overrides: Phaser.GameObjects.Components.Mask#mask
Inherits: Phaser.GameObjects.Components.Mask#mask
Source: src/gameobjects/components/Mask.js#L19
Since: 3.0.0
name
name: string
Description:
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Inherits: Phaser.GameObjects.GameObject#name
Source: src/gameobjects/GameObject.js#L102
Since: 3.0.0
originX
originX: number
Description:
The horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.
Set this value with setOrigin()
.
Overrides: Phaser.GameObjects.Components.Origin#originX
Inherits: Phaser.GameObjects.Components.Origin#originX
Source: src/gameobjects/components/Origin.js#L30
Since: 3.0.0
originY
originY: number
Description:
The vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.
Set this value with setOrigin()
.
Overrides: Phaser.GameObjects.Components.Origin#originY
Inherits: Phaser.GameObjects.Components.Origin#originY
Source: src/gameobjects/components/Origin.js#L45
Since: 3.0.0
parentContainer
parentContainer: Phaser.GameObjects.Container
Description:
The parent Container of this Game Object, if it has one.
Inherits: Phaser.GameObjects.GameObject#parentContainer
Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0
pipeline
pipeline: Phaser.Renderer.WebGL.WebGLPipeline
Description:
The current WebGL pipeline of this Game Object.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Pipeline#pipeline
Inherits: Phaser.GameObjects.Components.Pipeline#pipeline
Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0
pipelineData
pipelineData: object
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Pipeline#pipelineData
Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData
Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0
postFX
postFX: Phaser.GameObjects.Components.FX
Description:
The Post FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.postFX.addBloom();
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
This property is always null
until the initPostPipeline
method is called.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#postFX
Inherits: Phaser.GameObjects.Components.PostPipeline#postFX
Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0
postPipelineData
postPipelineData: object
Description:
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#postPipelineData
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData
Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0
postPipelines
postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
Description:
The WebGL Post FX Pipelines this Game Object uses for post-render effects.
The pipelines are processed in the order in which they appear in this array.
If you modify this array directly, be sure to set the
hasPostPipeline
property accordingly.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#postPipelines
Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines
Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0
preFX
preFX: Phaser.GameObjects.Components.FX
Description:
The Pre FX component of this Game Object.
This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:
const player = this.add.sprite();
player.preFX.addBloom();
Only the following Game Objects support Pre FX:
- Image
- Sprite
- TileSprite
- Text
- RenderTexture
- Video
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#preFX
Inherits: Phaser.GameObjects.Components.PostPipeline#preFX
Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0
renderFlags
renderFlags: number
Description:
The flags that are compared against RENDER_MASK
to determine if this Game Object will render or not.
The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
If those components are not used by your custom class then you can use this bitmask as you wish.
Inherits: Phaser.GameObjects.GameObject#renderFlags
Source: src/gameobjects/GameObject.js#L148
Since: 3.0.0
rotation
rotation: number
Description:
The angle of this Game Object in radians.
Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.
If you prefer to work in degrees, see the angle
property instead.
Overrides: Phaser.GameObjects.Components.Transform#rotation
Inherits: Phaser.GameObjects.Components.Transform#rotation
Source: src/gameobjects/components/Transform.js#L238
Since: 3.0.0
scale
scale: number
Description:
This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2
.
Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
isn't the case, use the scaleX
or scaleY
properties instead.
Overrides: Phaser.GameObjects.Components.Transform#scale
Inherits: Phaser.GameObjects.Components.Transform#scale
Source: src/gameobjects/components/Transform.js#L113
Since: 3.18.0
scaleX
scaleX: number
Description:
The horizontal scale of this Game Object.
Overrides: Phaser.GameObjects.Components.Transform#scaleX
Inherits: Phaser.GameObjects.Components.Transform#scaleX
Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0
scaleY
scaleY: number
Description:
The vertical scale of this Game Object.
Overrides: Phaser.GameObjects.Components.Transform#scaleY
Inherits: Phaser.GameObjects.Components.Transform#scaleY
Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0
scene
scene: Phaser.Scene
Description:
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
Inherits: Phaser.GameObjects.GameObject#scene
Source: src/gameobjects/GameObject.js#L39
Since: 3.0.0
scrollFactorX
scrollFactorX: number
Description:
The horizontal scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Overrides: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
Source: src/gameobjects/components/ScrollFactor.js#L16
Since: 3.0.0
scrollFactorY
scrollFactorY: number
Description:
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Overrides: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
Source: src/gameobjects/components/ScrollFactor.js#L40
Since: 3.0.0
state
state: number, string
Description:
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
Inherits: Phaser.GameObjects.GameObject#state
Source: src/gameobjects/GameObject.js#L77
Since: 3.16.0
tabIndex
tabIndex: number
Description:
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Inherits: Phaser.GameObjects.GameObject#tabIndex
Source: src/gameobjects/GameObject.js#L125
Since: 3.0.0
texture
texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture
Description:
The Texture this Game Object is using to render with.
Overrides: Phaser.GameObjects.Components.Texture#texture
Inherits: Phaser.GameObjects.Components.TextureCrop#texture
Source: src/gameobjects/components/TextureCrop.js#L21
Since: 3.0.0
tint
tint: number
Description:
The tint value being applied to the whole of the Game Object.
Return tintTopLeft
when read this tint property.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Tint#tint
Inherits: Phaser.GameObjects.Components.Tint#tint
Source: src/gameobjects/components/Tint.js#L183
Since: 3.0.0
tintBottomLeft
tintBottomLeft: number
Description:
The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Overrides: Phaser.GameObjects.Components.Tint#tintBottomLeft
Inherits: Phaser.GameObjects.Components.Tint#tintBottomLeft
Source: src/gameobjects/components/Tint.js#L42
Since: 3.0.0
tintBottomRight
tintBottomRight: number
Description:
The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Overrides: Phaser.GameObjects.Components.Tint#tintBottomRight
Inherits: Phaser.GameObjects.Components.Tint#tintBottomRight
Source: src/gameobjects/components/Tint.js#L54
Since: 3.0.0
tintFill
tintFill: boolean
Description:
The tint fill mode.
false
= An additive tint (the default), where vertices colors are blended with the texture.
true
= A fill tint, where the vertices colors replace the texture, but respects texture alpha.
Overrides: Phaser.GameObjects.Components.Tint#tintFill
Inherits: Phaser.GameObjects.Components.Tint#tintFill
Source: src/gameobjects/components/Tint.js#L66
Since: 3.11.0
tintTopLeft
tintTopLeft: number
Description:
The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Overrides: Phaser.GameObjects.Components.Tint#tintTopLeft
Inherits: Phaser.GameObjects.Components.Tint#tintTopLeft
Source: src/gameobjects/components/Tint.js#L18
Since: 3.0.0
tintTopRight
tintTopRight: number
Description:
The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Overrides: Phaser.GameObjects.Components.Tint#tintTopRight
Inherits: Phaser.GameObjects.Components.Tint#tintTopRight
Source: src/gameobjects/components/Tint.js#L30
Since: 3.0.0
type
type: string
Description:
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
Inherits: Phaser.GameObjects.GameObject#type
Source: src/gameobjects/GameObject.js#L67
Since: 3.0.0
visible
visible: boolean
Description:
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Overrides: Phaser.GameObjects.Components.Visible#visible
Inherits: Phaser.GameObjects.Components.Visible#visible
Source: src/gameobjects/components/Visible.js#L31
Since: 3.0.0
w
w: number
Description:
The w position of this Game Object.
Overrides: Phaser.GameObjects.Components.Transform#w
Inherits: Phaser.GameObjects.Components.Transform#w
Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0
width
width: number
Description:
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayWidth
property.
Overrides: Phaser.GameObjects.Components.Size#width
Inherits: Phaser.GameObjects.Components.Size#width
Source: src/gameobjects/components/Size.js#L27
Since: 3.0.0
x
x: number
Description:
The x position of this Game Object.
Overrides: Phaser.GameObjects.Components.Transform#x
Inherits: Phaser.GameObjects.Components.Transform#x
Source: src/gameobjects/components/Transform.js#L70
Since: 3.0.0
y
y: number
Description:
The y position of this Game Object.
Overrides: Phaser.GameObjects.Components.Transform#y
Inherits: Phaser.GameObjects.Components.Transform#y
Source: src/gameobjects/components/Transform.js#L80
Since: 3.0.0
z
z: number
Description:
The z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.
Overrides: Phaser.GameObjects.Components.Transform#z
Inherits: Phaser.GameObjects.Components.Transform#z
Source: src/gameobjects/components/Transform.js#L90
Since: 3.0.0
Private Members
_alpha
_alpha: number
Description:
Private internal value. Holds the global alpha value.
Access: private
Overrides: Phaser.GameObjects.Components.Alpha#_alpha
Inherits: Phaser.GameObjects.Components.Alpha#_alpha
Source: src/gameobjects/components/Alpha.js#L22
Since: 3.0.0
_alphaBL
_alphaBL: number
Description:
Private internal value. Holds the bottom-left alpha value.
Access: private
Overrides: Phaser.GameObjects.Components.Alpha#_alphaBL
Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL
Source: src/gameobjects/components/Alpha.js#L55
Since: 3.0.0
_alphaBR
_alphaBR: number
Description:
Private internal value. Holds the bottom-right alpha value.
Access: private
Overrides: Phaser.GameObjects.Components.Alpha#_alphaBR
Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR
Source: src/gameobjects/components/Alpha.js#L66
Since: 3.0.0
_alphaTL
_alphaTL: number
Description:
Private internal value. Holds the top-left alpha value.
Access: private
Overrides: Phaser.GameObjects.Components.Alpha#_alphaTL
Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL
Source: src/gameobjects/components/Alpha.js#L33
Since: 3.0.0
_alphaTR
_alphaTR: number
Description:
Private internal value. Holds the top-right alpha value.
Access: private
Overrides: Phaser.GameObjects.Components.Alpha#_alphaTR
Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR
Source: src/gameobjects/components/Alpha.js#L44
Since: 3.0.0
_blendMode
_blendMode: number
Description:
Private internal value. Holds the current blend mode.
Access: private
Overrides: Phaser.GameObjects.Components.BlendMode#_blendMode
Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode
Source: src/gameobjects/components/BlendMode.js#L19
Since: 3.0.0
_crop
_crop: object
Description:
The internal crop data object, as used by setCrop
and passed to the Frame.setCropUVs
method.
Access: private
Inherits: Phaser.GameObjects.Sprite#_crop
Source: src/gameobjects/sprite/Sprite.js#L82
Since: 3.11.0
_depth
_depth: number
Description:
Private internal value. Holds the depth of the Game Object.
Access: private
Overrides: Phaser.GameObjects.Components.Depth#_depth
Inherits: Phaser.GameObjects.Components.Depth#_depth
Source: src/gameobjects/components/Depth.js#L19
Since: 3.0.0
_originComponent
_originComponent: boolean
Description:
A property indicating that a Game Object has this component.
Access: private
Overrides: Phaser.GameObjects.Components.Origin#_originComponent
Inherits: Phaser.GameObjects.Components.Origin#_originComponent
Source: src/gameobjects/components/Origin.js#L19
Since: 3.2.0
_rotation
_rotation: number
Description:
Private internal value. Holds the rotation value in radians.
Access: private
Overrides: Phaser.GameObjects.Components.Transform#_rotation
Inherits: Phaser.GameObjects.Components.Transform#_rotation
Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0
_scaleX
_scaleX: number
Description:
Private internal value. Holds the horizontal scale value.
Access: private
Overrides: Phaser.GameObjects.Components.Transform#_scaleX
Inherits: Phaser.GameObjects.Components.Transform#_scaleX
Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0
_scaleY
_scaleY: number
Description:
Private internal value. Holds the vertical scale value.
Access: private
Overrides: Phaser.GameObjects.Components.Transform#_scaleY
Inherits: Phaser.GameObjects.Components.Transform#_scaleY
Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0
_sizeComponent
_sizeComponent: boolean
Description:
A property indicating that a Game Object has this component.
Access: private
Overrides: Phaser.GameObjects.Components.Size#_sizeComponent
Inherits: Phaser.GameObjects.Components.Size#_sizeComponent
Source: src/gameobjects/components/Size.js#L16
Since: 3.2.0
_visible
_visible: boolean
Description:
Private internal value. Holds the visible value.
Access: private
Overrides: Phaser.GameObjects.Components.Visible#_visible
Inherits: Phaser.GameObjects.Components.Visible#_visible
Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0
Public Methods
addCollidesWith
<instance> addCollidesWith(category)
Description:
Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category to add. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#addCollidesWith
Source: src/physics/arcade/components/Collision.js#L60
Since: 3.70.0
addedToScene
<instance> addedToScene()
Description:
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE
event from this Game Object.
Inherits: Phaser.GameObjects.GameObject#addedToScene
Source: src/gameobjects/GameObject.js#L562
Since: 3.50.0
addListener
<instance> addListener(event, fn, [context])
Description:
Add a listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#addListener
Source: src/events/EventEmitter.js#L111
Since: 3.0.0
addToDisplayList
<instance> addToDisplayList([displayList])
Description:
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
Parameters:
name | type | optional | description |
---|---|---|---|
displayList | Yes | The Display List to add to. Defaults to the Scene Display List. |
Returns: Phaser.Physics.Arcade.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#L684
Since: 3.53.0
addToUpdateList
<instance> addToUpdateList()
Description:
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate
method called
every game frame. This method is passed two parameters: delta
and time
.
If you wish to run your own logic within preUpdate
then you should always call
super.preUpdate(delta, time)
within it, or it may fail to process required operations,
such as Sprite animations.
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.GameObjects.GameObject#addToUpdateList
Source: src/gameobjects/GameObject.js#L735
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:
name | type | optional | description |
---|---|---|---|
key | string | Phaser.Animations.Animation | Array.<string> |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.GameObjects.Sprite#chain
Source: src/gameobjects/sprite/Sprite.js#L327
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).
Overrides: Phaser.GameObjects.Components.Alpha#clearAlpha
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha
Source: src/gameobjects/components/Alpha.js#L77
Since: 3.0.0
clearFX
<instance> clearFX()
Description:
Removes all Pre and Post FX Controllers from this Game Object.
If you wish to remove a single controller, use the preFX.remove(fx)
or postFX.remove(fx)
methods instead.
If you wish to clear a single controller, use the preFX.clear()
or postFX.clear()
methods instead.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.PostPipeline#clearFX
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX
Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0
clearMask
<instance> clearMask([destroyMask])
Description:
Clears the mask that this Game Object was using.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
destroyMask | boolean | Yes | false | Destroy the mask before clearing it? |
Overrides: Phaser.GameObjects.Components.Mask#clearMask
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#clearMask
Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2
clearTint
<instance> clearTint()
Description:
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Tint#clearTint
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Tint#clearTint
Source: src/gameobjects/components/Tint.js#L79
Since: 3.0.0
copyPosition
<instance> copyPosition(source)
Description:
Copies an object's coordinates to this Game Object's position.
Parameters:
name | type | optional | description |
---|---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | No |
Overrides: Phaser.GameObjects.Components.Transform#copyPosition
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#copyPosition
Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0
createBitmapMask
<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])
Description:
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.
Tags:
- generic
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
maskObject | Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture | Yes | The Game Object or Dynamic Texture that will be used as the mask. If |
x | number | Yes | If creating a Game Object, the horizontal position in the world. |
y | number | Yes | If creating a Game Object, the vertical position in the world. |
texture | string | Phaser.Textures.Texture | Yes | If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. |
frame | string | number | Yes |
Overrides: Phaser.GameObjects.Components.Mask#createBitmapMask
Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask
Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2
createGeometryMask
<instance> createGeometryMask([graphics])
Description:
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
Tags:
- generic
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
graphics | Yes | A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. |
Overrides: Phaser.GameObjects.Components.Mask#createGeometryMask
Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.
Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask
Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2
destroy
<instance> destroy([fromScene])
Description:
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
fromScene | boolean | Yes | false |
|
Fires: Phaser.GameObjects.Events#event:DESTROY
Inherits: Phaser.GameObjects.GameObject#destroy
Source: src/gameobjects/GameObject.js#L855
Since: 3.0.0
disableBody
<instance> disableBody([disableGameObject], [hideGameObject])
Description:
Stops and disables this Game Object's Body.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
disableGameObject | boolean | Yes | false | Also set this Game Object's |
hideGameObject | boolean | Yes | false | Also set this Game Object's |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Enable#disableBody
Source: src/physics/arcade/components/Enable.js#L81
Since: 3.0.0
disableInteractive
<instance> disableInteractive([resetCursor])
Description:
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for
input events, but can be turned back on again at any time by simply calling
setInteractive()
with no arguments provided.
If want to completely remove interaction from this Game Object then use removeInteractive
instead.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetCursor | boolean | Yes | false | Should the currently active Input cursor, if any, be reset to the default cursor? |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#disableInteractive
Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0
emit
<instance> emit(event, [args])
Description:
Calls each of the listeners registered for a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
args | * | Yes | Additional arguments that will be passed to the event handler. |
Returns: boolean - true
if the event had listeners, else false
.
Inherits: Phaser.Events.EventEmitter#emit
Source: src/events/EventEmitter.js#L86
Since: 3.0.0
enableBody
<instance> enableBody([reset], [x], [y], [enableGameObject], [showGameObject])
Description:
Enables this Game Object's Body.
If you reset the Body you must also pass x
and y
.
Parameters:
name | type | optional | description |
---|---|---|---|
reset | boolean | Yes | Also reset the Body and place the Game Object at (x, y). |
x | number | Yes | The horizontal position to place the Game Object, if |
y | number | Yes | The horizontal position to place the Game Object, if |
enableGameObject | boolean | Yes | Also set this Game Object's |
showGameObject | boolean | Yes | Also set this Game Object's |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Enable#enableBody
Source: src/physics/arcade/components/Enable.js#L37
Since: 3.0.0
eventNames
<instance> eventNames()
Description:
Return an array listing the events for which the emitter has registered listeners.
Returns: Array.<(string | symbol)> - undefined
Inherits: Phaser.Events.EventEmitter#eventNames
Source: src/events/EventEmitter.js#L55
Since: 3.0.0
getBottomCenter
<instance> getBottomCenter([output], [includeParent])
Description:
Gets the bottom-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getBottomCenter
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getBottomCenter
Source: src/gameobjects/components/GetBounds.js#L236
Since: 3.18.0
getBottomLeft
<instance> getBottomLeft([output], [includeParent])
Description:
Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getBottomLeft
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getBottomLeft
Source: src/gameobjects/components/GetBounds.js#L210
Since: 3.0.0
getBottomRight
<instance> getBottomRight([output], [includeParent])
Description:
Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getBottomRight
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getBottomRight
Source: src/gameobjects/components/GetBounds.js#L262
Since: 3.0.0
getBounds
<instance> getBounds([output])
Description:
Gets the bounds of this Game Object, regardless of origin.
The values are stored and returned in a Rectangle, or Rectangle-like, object.
Tags:
- generic
Parameters:
name | type | optional | description |
---|---|---|---|
output | Phaser.Geom.Rectangle | object | Yes | An object to store the values in. If not provided a new Rectangle will be created. |
Overrides: Phaser.GameObjects.Components.GetBounds#getBounds
Returns: Phaser.Geom.Rectangle, object - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getBounds
Source: src/gameobjects/components/GetBounds.js#L288
Since: 3.0.0
getCenter
<instance> getCenter([output], [includeParent])
Description:
Gets the center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getCenter
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getCenter
Source: src/gameobjects/components/GetBounds.js#L54
Since: 3.0.0
getData
<instance> getData(key)
Description:
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values
object. For example, if you had a key called gold
you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | Array.<string> | No | The key of the value to retrieve, or an array of keys. |
Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.
Inherits: Phaser.GameObjects.GameObject#getData
Source: src/gameobjects/GameObject.js#L416
Since: 3.0.0
getDisplayList
<instance> getDisplayList()
Description:
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null
.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null
.
Inherits: Phaser.GameObjects.GameObject#getDisplayList
Source: src/gameobjects/GameObject.js#L823
Since: 3.85.0
getIndexList
<instance> getIndexList()
Description:
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
Returns: Array.<number> - An array of display list position indexes.
Inherits: Phaser.GameObjects.GameObject#getIndexList
Source: src/gameobjects/GameObject.js#L635
Since: 3.4.0
getLeftCenter
<instance> getLeftCenter([output], [includeParent])
Description:
Gets the left-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getLeftCenter
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getLeftCenter
Source: src/gameobjects/components/GetBounds.js#L158
Since: 3.18.0
getLocalPoint
<instance> getLocalPoint(x, y, [point], [camera])
Description:
Takes the given x
and y
coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main
camera from the Scene to which this
Game Object belongs.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The x position to translate. |
y | number | No | The y position to translate. |
point | Yes | A Vector2, or point-like object, to store the results in. | |
camera | Yes | The Camera which is being tested against. If not given will use the Scene default camera. |
Overrides: Phaser.GameObjects.Components.Transform#getLocalPoint
Returns: Phaser.Math.Vector2 - The translated point.
Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint
Source: src/gameobjects/components/Transform.js#L542
Since: 3.50.0
getLocalTransformMatrix
<instance> getLocalTransformMatrix([tempMatrix])
Description:
Gets the local transform matrix for this Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
tempMatrix | Yes | The matrix to populate with the values from this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Source: src/gameobjects/components/Transform.js#L484
Since: 3.4.0
getParentRotation
<instance> getParentRotation()
Description:
Gets the sum total rotation of all of this Game Objects parent Containers.
The returned value is in radians and will be zero if this Game Object has no parent container.
Overrides: Phaser.GameObjects.Components.Transform#getParentRotation
Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.
Inherits: Phaser.GameObjects.Components.Transform#getParentRotation
Source: src/gameobjects/components/Transform.js#L592
Since: 3.18.0
getPipelineName
<instance> getPipelineName()
Description:
Gets the name of the WebGL Pipeline this Game Object is currently using.
Tags:
- webglOnly
Overrides: Phaser.GameObjects.Components.Pipeline#getPipelineName
Returns: string - The string-based name of the pipeline being used by this Game Object, or null.
Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName
Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0
getPostPipeline
<instance> getPostPipeline(pipeline)
Description:
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | function | No |
Overrides: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.
Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0
getRightCenter
<instance> getRightCenter([output], [includeParent])
Description:
Gets the right-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getRightCenter
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getRightCenter
Source: src/gameobjects/components/GetBounds.js#L184
Since: 3.18.0
getTopCenter
<instance> getTopCenter([output], [includeParent])
Description:
Gets the top-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getTopCenter
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getTopCenter
Source: src/gameobjects/components/GetBounds.js#L106
Since: 3.18.0
getTopLeft
<instance> getTopLeft([output], [includeParent])
Description:
Gets the top-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getTopLeft
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getTopLeft
Source: src/gameobjects/components/GetBounds.js#L80
Since: 3.0.0
getTopRight
<instance> getTopRight([output], [includeParent])
Description:
Gets the top-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
Tags:
- generic
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | Yes | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#getTopRight
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#getTopRight
Source: src/gameobjects/components/GetBounds.js#L132
Since: 3.0.0
getWorldTransformMatrix
<instance> getWorldTransformMatrix([tempMatrix], [parentMatrix])
Description:
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
Parameters:
name | type | optional | description |
---|---|---|---|
tempMatrix | Yes | The matrix to populate with the values from this Game Object. | |
parentMatrix | Yes | A temporary matrix to hold parent values during the calculations. |
Overrides: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.
Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0
incData
<instance> incData(key, [amount])
Description:
Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.
If the Game Object has not been enabled for data (via setDataEnabled
) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata
event is emitted from this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
key | string | No | The key to change the value for. | |
amount | number | Yes | 1 | The amount to increase the given key by. Pass a negative value to decrease the key. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#incData
Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0
initPipeline
<instance> initPipeline([pipeline])
Description:
Sets the initial WebGL Pipeline of this Game Object.
This should only be called during the instantiation of the Game Object. After that, use setPipeline
.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | Yes | Either the string-based name of the pipeline, or a pipeline instance to set. |
Overrides: Phaser.GameObjects.Components.Pipeline#initPipeline
Returns: boolean - true
if the pipeline was set successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline
Source: src/gameobjects/components/Pipeline.js#L53
Since: 3.0.0
initPostPipeline
<instance> initPostPipeline([preFX])
Description:
This should only be called during the instantiation of the Game Object.
It is called by default by all core Game Objects and doesn't need calling again.
After that, use setPostPipeline
.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
preFX | boolean | Yes | false | Does this Game Object support Pre FX? |
Overrides: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0
listenerCount
<instance> listenerCount(event)
Description:
Return the number of listeners listening to a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
Returns: number - The number of listeners.
Inherits: Phaser.Events.EventEmitter#listenerCount
Source: src/events/EventEmitter.js#L75
Since: 3.0.0
listeners
<instance> listeners(event)
Description:
Return the listeners registered for a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
Returns: Array.<function()> - The registered listeners.
Inherits: Phaser.Events.EventEmitter#listeners
Source: src/events/EventEmitter.js#L64
Since: 3.0.0
off
<instance> off(event, [fn], [context], [once])
Description:
Remove the listeners of a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
fn | function | Yes | Only remove the listeners that match this function. |
context | * | Yes | Only remove the listeners that have this context. |
once | boolean | Yes | Only remove one-time listeners. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#off
Source: src/events/EventEmitter.js#L151
Since: 3.0.0
on
<instance> on(event, fn, [context])
Description:
Add a listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#on
Source: src/events/EventEmitter.js#L98
Since: 3.0.0
once
<instance> once(event, fn, [context])
Description:
Add a one-time listener for a given event.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
event | string | symbol | No | The event name. | |
fn | function | No | The listener function. | |
context | * | Yes | "this" | The context to invoke the listener with. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#once
Source: src/events/EventEmitter.js#L124
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:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
ignoreIfPlaying | boolean | Yes | false | If an animation is already playing then ignore this call. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Inherits: Phaser.GameObjects.Sprite#play
Source: src/gameobjects/sprite/Sprite.js#L140
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:
name | type | optional | description |
---|---|---|---|
key | string | Phaser.Animations.Animation | No | |
delay | number | No | The delay, in milliseconds, to wait before starting the animation playing. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Inherits: Phaser.GameObjects.Sprite#playAfterDelay
Source: src/gameobjects/sprite/Sprite.js#L270
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:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
repeatCount | number | Yes | 1 | How many times should the animation repeat before the next one starts? |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Inherits: Phaser.GameObjects.Sprite#playAfterRepeat
Source: src/gameobjects/sprite/Sprite.js#L300
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:
name | type | optional | default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | No | ||
ignoreIfPlaying | boolean | Yes | false | If an animation is already playing then ignore this call. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_START
Inherits: Phaser.GameObjects.Sprite#playReverse
Source: src/gameobjects/sprite/Sprite.js#L205
Since: 3.50.0
preUpdate
<instance> preUpdate(time, delta)
Description:
Update this Sprite's animations.
Access: protected
Parameters:
name | type | optional | description |
---|---|---|---|
time | number | No | The current timestamp. |
delta | number | No | The delta time, in ms, elapsed since the last frame. |
Inherits: Phaser.GameObjects.Sprite#preUpdate
Source: src/gameobjects/sprite/Sprite.js#L125
Since: 3.0.0
refreshBody
<instance> refreshBody()
Description:
Syncs the Body's position and size with its parent Game Object. You don't need to call this for Dynamic Bodies, as it happens automatically. But for Static bodies it's a useful way of modifying the position of a Static Body in the Physics World, based on its Game Object.
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Enable#refreshBody
Source: src/physics/arcade/components/Enable.js#L119
Since: 3.1.0
removeAllListeners
<instance> removeAllListeners([event])
Description:
Remove all listeners, or those of the specified event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | Yes | The event name. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#removeAllListeners
Source: src/events/EventEmitter.js#L165
Since: 3.0.0
removeCollidesWith
<instance> removeCollidesWith(category)
Description:
Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category to add. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#removeCollidesWith
Source: src/physics/arcade/components/Collision.js#L80
Since: 3.70.0
removedFromScene
<instance> removedFromScene()
Description:
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE
event from this Game Object.
Inherits: Phaser.GameObjects.GameObject#removedFromScene
Source: src/gameobjects/GameObject.js#L577
Since: 3.50.0
removeFromDisplayList
<instance> removeFromDisplayList()
Description:
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
Returns: Phaser.Physics.Arcade.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#L760
Since: 3.53.0
removeFromUpdateList
<instance> removeFromUpdateList()
Description:
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate
method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList
Source: src/gameobjects/GameObject.js#L798
Since: 3.53.0
removeInteractive
<instance> removeInteractive([resetCursor])
Description:
If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.
The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.
If you wish to re-enable this Game Object at a later date you will need to
re-create its InteractiveObject by calling setInteractive
again.
If you wish to only temporarily stop an object from receiving input then use
disableInteractive
instead, as that toggles the interactive state, where-as
this erases it completely.
If you wish to resize a hit area, don't remove and then set it as being
interactive. Instead, access the hitarea object directly and resize the shape
being used. I.e.: sprite.input.hitArea.setSize(width, height)
(assuming the
shape is a Rectangle, which it is by default.)
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetCursor | boolean | Yes | false | Should the currently active Input cursor, if any, be reset to the default cursor? |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#removeInteractive
Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0
removeListener
<instance> removeListener(event, [fn], [context], [once])
Description:
Remove the listeners of a given event.
Parameters:
name | type | optional | description |
---|---|---|---|
event | string | symbol | No | The event name. |
fn | function | Yes | Only remove the listeners that match this function. |
context | * | Yes | Only remove the listeners that have this context. |
once | boolean | Yes | Only remove one-time listeners. |
Returns: Phaser.Physics.Arcade.Sprite - this
.
Inherits: Phaser.Events.EventEmitter#removeListener
Source: src/events/EventEmitter.js#L137
Since: 3.0.0
removePostPipeline
<instance> removePostPipeline(pipeline)
Description:
Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.
If you wish to remove all Post Pipelines use the resetPostPipeline
method instead.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
pipeline | No | The string-based name of the pipeline, or a pipeline class. |
Overrides: Phaser.GameObjects.Components.PostPipeline#removePostPipeline
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline
Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0
resetCollisionCategory
<instance> resetCollisionCategory()
Description:
Resets the Collision Category and Mask back to the defaults, which is to collide with everything.
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#resetCollisionCategory
Source: src/physics/arcade/components/Collision.js#L130
Since: 3.70.0
resetFlip
<instance> resetFlip()
Description:
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
Overrides: Phaser.GameObjects.Components.Flip#resetFlip
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#resetFlip
Source: src/gameobjects/components/Flip.js#L140
Since: 3.0.0
resetPipeline
<instance> resetPipeline([resetData])
Description:
Resets the WebGL Pipeline of this Game Object back to the default it was created with.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the |
Overrides: Phaser.GameObjects.Components.Pipeline#resetPipeline
Returns: boolean - true
if the pipeline was reset successfully, otherwise false
.
Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline
Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0
resetPostPipeline
<instance> resetPostPipeline([resetData])
Description:
Resets the WebGL Post Pipelines of this Game Object. It does this by calling
the destroy
method on each post pipeline and then clearing the local array.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
resetData | boolean | Yes | false | Reset the |
Overrides: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0
setAbove
<instance> setAbove(gameObject)
Description:
Move this Game Object so that it appears above the given Game Object.
This means it will render immediately after the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth
value, it simply alters its list position.
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | No | The Game Object that this Game Object will be moved to be above. |
Overrides: Phaser.GameObjects.Components.Depth#setAbove
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setAbove
Source: src/gameobjects/components/Depth.js#L139
Since: 3.85.0
setAcceleration
<instance> setAcceleration(x, [y])
Description:
Sets the body's horizontal and vertical acceleration. If the vertical acceleration value is not provided, the vertical acceleration is set to the same value as the horizontal acceleration.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal acceleration | |
y | number | Yes | "x" | The vertical acceleration |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Acceleration#setAcceleration
Source: src/physics/arcade/components/Acceleration.js#L15
Since: 3.0.0
setAccelerationX
<instance> setAccelerationX(value)
Description:
Sets the body's horizontal acceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The horizontal acceleration |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Acceleration#setAccelerationX
Source: src/physics/arcade/components/Acceleration.js#L33
Since: 3.0.0
setAccelerationY
<instance> setAccelerationY(value)
Description:
Sets the body's vertical acceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The vertical acceleration |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Acceleration#setAccelerationY
Source: src/physics/arcade/components/Acceleration.js#L50
Since: 3.0.0
setActive
<instance> setActive(value)
Description:
Sets the active
property of this Game Object and returns this Game Object for further chaining.
A Game Object with its active
property set to true
will be updated by the Scenes UpdateList.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | True if this Game Object should be set as active, false if not. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setActive
Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0
setAlpha
<instance> setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])
Description:
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
If your game is running under WebGL you can optionally specify four different alpha values, each of which
correspond to the four corners of the Game Object. Under Canvas only the topLeft
value given is used.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
topLeft | number | Yes | 1 | The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. |
topRight | number | Yes | The alpha value used for the top-right of the Game Object. WebGL only. | |
bottomLeft | number | Yes | The alpha value used for the bottom-left of the Game Object. WebGL only. | |
bottomRight | number | Yes | The alpha value used for the bottom-right of the Game Object. WebGL only. |
Overrides: Phaser.GameObjects.Components.Alpha#setAlpha
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Alpha#setAlpha
Source: src/gameobjects/components/Alpha.js#L92
Since: 3.0.0
setAngle
<instance> setAngle([degrees])
Description:
Sets the angle of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
degrees | number | Yes | 0 | The rotation of this Game Object, in degrees. |
Overrides: Phaser.GameObjects.Components.Transform#setAngle
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setAngle
Source: src/gameobjects/components/Transform.js#L364
Since: 3.0.0
setAngularAcceleration
<instance> setAngularAcceleration(value)
Description:
Sets the angular acceleration of the body.
In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of angular acceleration. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Angular#setAngularAcceleration
Source: src/physics/arcade/components/Angular.js#L36
Since: 3.0.0
setAngularDrag
<instance> setAngularDrag(value)
Description:
Sets the angular drag of the body. Drag is applied to the current velocity, providing a form of deceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of drag. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Angular#setAngularDrag
Source: src/physics/arcade/components/Angular.js#L57
Since: 3.0.0
setAngularVelocity
<instance> setAngularVelocity(value)
Description:
Sets the angular velocity of the body.
In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of angular velocity. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Angular#setAngularVelocity
Source: src/physics/arcade/components/Angular.js#L15
Since: 3.0.0
setBelow
<instance> setBelow(gameObject)
Description:
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth
value, it simply alters its list position.
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | No | The Game Object that this Game Object will be moved to be below. |
Overrides: Phaser.GameObjects.Components.Depth#setBelow
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setBelow
Source: src/gameobjects/components/Depth.js#L167
Since: 3.85.0
setBlendMode
<instance> setBlendMode(value)
Description:
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN
, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
- NORMAL
- ADD
- MULTIPLY
- SCREEN
- ERASE (only works when rendering to a framebuffer, like a Render Texture)
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.
Parameters:
name | type | optional | description |
---|---|---|---|
value | string | Phaser.BlendModes | number | No |
Overrides: Phaser.GameObjects.Components.BlendMode#setBlendMode
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode
Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0
setBodySize
<instance> setBodySize(width, height, [center])
Description:
Sets the size of this physics body. Setting the size does not adjust the dimensions of the parent Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
width | number | No | The new width of the physics body, in pixels. | |
height | number | No | The new height of the physics body, in pixels. | |
center | boolean | Yes | true | Should the body be re-positioned so its center aligns with the parent Game Object? |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Size#setBodySize
Source: src/physics/arcade/components/Size.js#L57
Since: 3.24.0
setBounce
<instance> setBounce(x, [y])
Description:
Sets the bounce values of this body.
Bounce is the amount of restitution, or elasticity, the body has when it collides with another object. A value of 1 means that it will retain its full velocity after the rebound. A value of 0 means it will not rebound at all.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1. | |
y | number | Yes | "x" | The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Bounce#setBounce
Source: src/physics/arcade/components/Bounce.js#L15
Since: 3.0.0
setBounceX
<instance> setBounceX(value)
Description:
Sets the horizontal bounce value for this body.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Bounce#setBounceX
Source: src/physics/arcade/components/Bounce.js#L36
Since: 3.0.0
setBounceY
<instance> setBounceY(value)
Description:
Sets the vertical bounce value for this body.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Bounce#setBounceY
Source: src/physics/arcade/components/Bounce.js#L53
Since: 3.0.0
setCircle
<instance> setCircle(radius, [offsetX], [offsetY])
Description:
Sets this physics body to use a circle for collision instead of a rectangle.
Parameters:
name | type | optional | description |
---|---|---|---|
radius | number | No | The radius of the physics body, in pixels. |
offsetX | number | Yes | The amount to offset the body from the parent Game Object along the x-axis. |
offsetY | number | Yes | The amount to offset the body from the parent Game Object along the y-axis. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Size#setCircle
Source: src/physics/arcade/components/Size.js#L76
Since: 3.0.0
setCollidesWith
<instance> setCollidesWith(categories)
Description:
Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.
Calling this method will reset all of the collision categories, so only those passed to this method are enabled.
If you wish to add a new category to the existing mask, call
the addCollisionCategory
method.
If you wish to reset the collision category and mask, call
the resetCollisionCategory
method.
Parameters:
name | type | optional | description |
---|---|---|---|
categories | number | Array.<number> | No | The collision category to collide with, or an array of them. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#setCollidesWith
Source: src/physics/arcade/components/Collision.js#L100
Since: 3.70.0
setCollideWorldBounds
<instance> setCollideWorldBounds([value], [bounceX], [bounceY], [onWorldBounds])
Description:
Sets whether this Body collides with the world boundary.
Optionally also sets the World Bounce values. If the Body.worldBounce
is null, it's set to a new Phaser.Math.Vector2 first.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true |
|
bounceX | number | Yes | If given this will be replace the | |
bounceY | number | Yes | If given this will be replace the | |
onWorldBounds | boolean | Yes | If given this replaces the Body's |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds
Source: src/physics/arcade/components/Bounce.js#L70
Since: 3.0.0
setCollisionCategory
<instance> setCollisionCategory(category)
Description:
Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.
It can only have one single category assigned to it.
If you wish to reset the collision category and mask, call
the resetCollisionCategory
method.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#setCollisionCategory
Source: src/physics/arcade/components/Collision.js#L17
Since: 3.70.0
setCrop
<instance> setCrop([x], [y], [width], [height])
Description:
Applies a crop to a texture based Game Object, such as a Sprite or Image.
The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.
The crop size as well as coordinates can not exceed the the size of the texture frame.
The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
half of it, you could call setCrop(0, 0, 400, 600)
.
It is also scaled to match the Game Object scale automatically. Therefore a crop rectangle of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.
You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
Call this method with no arguments at all to reset the crop, or toggle the property isCropped
to false
.
You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | Phaser.Geom.Rectangle | Yes | The x coordinate to start the crop from. Cannot be negative or exceed the Frame width. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored. |
y | number | Yes | The y coordinate to start the crop from. Cannot be negative or exceed the Frame height. |
width | number | Yes | The width of the crop rectangle in pixels. Cannot exceed the Frame width. |
height | number | Yes | The height of the crop rectangle in pixels. Cannot exceed the Frame height. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.TextureCrop#setCrop
Source: src/gameobjects/components/TextureCrop.js#L50
Since: 3.11.0
setDamping
<instance> setDamping(value)
Description:
If this Body is using drag
for deceleration this function controls how the drag is applied.
If set to true
drag will use a damping effect rather than a linear approach. If you are
creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
the game Asteroids) then you will get a far smoother and more visually correct deceleration
by using damping, avoiding the axis-drift that is prone with linear deceleration.
If you enable this property then you should use far smaller drag
values than with linear, as
they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow
deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No |
|
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Drag#setDamping
Source: src/physics/arcade/components/Drag.js#L100
Since: 3.10.0
setData
<instance> setData(key, [data])
Description:
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled
) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData
:
sprite.getData('gold');
Or you can access the value directly via the values
property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata
event is emitted from this Game Object.
If the key already exists, a changedata
event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives
then it would emit the event changedata-PlayerLives
.
These events will be emitted regardless if you use this method to set the value, or the direct values
setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold
and Gold
are treated as two unique values within the Data Manager.
Tags:
- generic
- genericUse
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | object | No | The key to set the value for. Or an object of key value pairs. If an object the |
data | * | Yes | The value to set for the given key. If an object is provided as the key this argument is ignored. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setData
Source: src/gameobjects/GameObject.js#L295
Since: 3.0.0
setDataEnabled
<instance> setDataEnabled()
Description:
Adds a Data Manager component to this Game Object.
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setDataEnabled
Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0
setDebug
<instance> setDebug(showBody, showVelocity, bodyColor)
Description:
Sets the debug values of this body.
Bodies will only draw their debug if debug has been enabled for Arcade Physics as a whole. Note that there is a performance cost in drawing debug displays. It should never be used in production.
Parameters:
name | type | optional | description |
---|---|---|---|
showBody | boolean | No | Set to |
showVelocity | boolean | No | Set to |
bodyColor | number | No | The color of the body outline when rendered to the debug display. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Debug#setDebug
Source: src/physics/arcade/components/Debug.js#L15
Since: 3.0.0
setDebugBodyColor
<instance> setDebugBodyColor(value)
Description:
Sets the color of the body outline when it renders to the debug display.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The color of the body outline when rendered to the debug display. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Debug#setDebugBodyColor
Source: src/physics/arcade/components/Debug.js#L39
Since: 3.0.0
setDepth
<instance> setDepth(value)
Description:
The depth of this Game Object within the Scene.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The depth of this Game Object. Ensure this value is only ever a number data-type. |
Overrides: Phaser.GameObjects.Components.Depth#setDepth
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setDepth
Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0
setDirectControl
<instance> setDirectControl([value])
Description:
Sets whether this Body should calculate its velocity based on its change in position every frame. The default, which is to not do this, means that you make this Body move by setting the velocity directly. However, if you are trying to move this Body via a Tween, or have it follow a Path, then you should enable this instead. This will allow it to still collide with other bodies, something that isn't possible if you're just changing its position directly.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true |
|
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Enable#setDirectControl
Source: src/physics/arcade/components/Enable.js#L15
Since: 3.70.0
setDisplayOrigin
<instance> setDisplayOrigin([x], [y])
Description:
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The horizontal display origin value. |
y | number | Yes | "x" | The vertical display origin value. If not defined it will be set to the value of |
Overrides: Phaser.GameObjects.Components.Origin#setDisplayOrigin
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin
Source: src/gameobjects/components/Origin.js#L159
Since: 3.0.0
setDisplaySize
<instance> setDisplaySize(width, height)
Description:
Sets the display size of this Game Object.
Calling this will adjust the scale.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Overrides: Phaser.GameObjects.Components.Size#setDisplaySize
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setDisplaySize
Source: src/gameobjects/components/Size.js#L166
Since: 3.0.0
setDrag
<instance> setDrag(x, [y])
Description:
Sets the body's horizontal and vertical drag. If the vertical drag value is not provided, the vertical drag is set to the same value as the horizontal drag.
Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.
When useDamping
is true, this is 1 minus the damping factor.
A value of 1 means the Body loses no velocity.
A value of 0.95 means the Body loses 5% of its velocity per step.
A value of 0.5 means the Body loses 50% of its velocity per step.
Drag is applied only when acceleration
is zero.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The amount of horizontal drag to apply. | |
y | number | Yes | "x" | The amount of vertical drag to apply. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Drag#setDrag
Source: src/physics/arcade/components/Drag.js#L15
Since: 3.0.0
setDragX
<instance> setDragX(value)
Description:
Sets the body's horizontal drag.
Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.
When useDamping
is true, this is 1 minus the damping factor.
A value of 1 means the Body loses no velocity.
A value of 0.95 means the Body loses 5% of its velocity per step.
A value of 0.5 means the Body loses 50% of its velocity per step.
Drag is applied only when acceleration
is zero.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of horizontal drag to apply. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Drag#setDragX
Source: src/physics/arcade/components/Drag.js#L44
Since: 3.0.0
setDragY
<instance> setDragY(value)
Description:
Sets the body's vertical drag.
Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.
When useDamping
is true, this is 1 minus the damping factor.
A value of 1 means the Body loses no velocity.
A value of 0.95 means the Body loses 5% of its velocity per step.
A value of 0.5 means the Body loses 50% of its velocity per step.
Drag is applied only when acceleration
is zero.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The amount of vertical drag to apply. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Drag#setDragY
Source: src/physics/arcade/components/Drag.js#L72
Since: 3.0.0
setFlip
<instance> setFlip(x, y)
Description:
Sets the horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Parameters:
name | type | optional | description |
---|---|---|---|
x | boolean | No | The horizontal flipped state. |
y | boolean | No | The horizontal flipped state. |
Overrides: Phaser.GameObjects.Components.Flip#setFlip
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#setFlip
Source: src/gameobjects/components/Flip.js#L117
Since: 3.0.0
setFlipX
<instance> setFlipX(value)
Description:
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | The flipped state. |
Overrides: Phaser.GameObjects.Components.Flip#setFlipX
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#setFlipX
Source: src/gameobjects/components/Flip.js#L79
Since: 3.0.0
setFlipY
<instance> setFlipY(value)
Description:
Sets the vertical flipped state of this Game Object.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | The flipped state. |
Overrides: Phaser.GameObjects.Components.Flip#setFlipY
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#setFlipY
Source: src/gameobjects/components/Flip.js#L100
Since: 3.0.0
setFrame
<instance> setFrame(frame, [updateSize], [updateOrigin])
Description:
Sets the frame this Game Object will use to render with.
If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.
If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.
Calling setFrame
will modify the width
and height
properties of your Game Object.
It will also change the origin
if the Frame has a custom pivot point, as exported from packages like Texture Packer.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
frame | string | number | No | ||
updateSize | boolean | Yes | true | Should this call adjust the size of the Game Object? |
updateOrigin | boolean | Yes | true | Should this call adjust the origin of the Game Object? |
Overrides: Phaser.GameObjects.Components.Texture#setFrame
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.TextureCrop#setFrame
Source: src/gameobjects/components/TextureCrop.js#L130
Since: 3.0.0
setFriction
<instance> setFriction(x, [y])
Description:
Sets the friction of this game object's physics body. In Arcade Physics, friction is a special case of motion transfer from an "immovable" body to a riding body.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The amount of horizontal friction to apply, [0, 1]. | |
y | number | Yes | "x" | The amount of vertical friction to apply, [0, 1]. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Friction#setFriction
Source: src/physics/arcade/components/Friction.js#L19
Since: 3.0.0
setFrictionX
<instance> setFrictionX(x)
Description:
Sets the horizontal friction of this game object's physics body. This can move a riding body horizontally when it collides with this one on the vertical axis.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The amount of friction to apply, [0, 1]. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Friction#setFrictionX
Source: src/physics/arcade/components/Friction.js#L40
Since: 3.0.0
setFrictionY
<instance> setFrictionY(y)
Description:
Sets the vertical friction of this game object's physics body. This can move a riding body vertically when it collides with this one on the horizontal axis.
Parameters:
name | type | optional | description |
---|---|---|---|
y | number | No | The amount of friction to apply, [0, 1]. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Friction#setFrictionY
Source: src/physics/arcade/components/Friction.js#L60
Since: 3.0.0
setGravity
<instance> setGravity(x, [y])
Description:
Set the X and Y values of the gravitational pull to act upon this Arcade Physics Game Object. Values can be positive or negative. Larger values result in a stronger effect.
If only one value is provided, this value will be used for both the X and Y axis.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The gravitational force to be applied to the X-axis. | |
y | number | Yes | "x" | The gravitational force to be applied to the Y-axis. If this is not specified, the X value will be used. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Gravity#setGravity
Source: src/physics/arcade/components/Gravity.js#L16
Since: 3.0.0
setGravityX
<instance> setGravityX(x)
Description:
Set the gravitational force to be applied to the X axis. Value can be positive or negative. Larger values result in a stronger effect.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The gravitational force to be applied to the X-axis. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Gravity#setGravityX
Source: src/physics/arcade/components/Gravity.js#L36
Since: 3.0.0
setGravityY
<instance> setGravityY(y)
Description:
Set the gravitational force to be applied to the Y axis. Value can be positive or negative. Larger values result in a stronger effect.
Parameters:
name | type | optional | description |
---|---|---|---|
y | number | No | The gravitational force to be applied to the Y-axis. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Gravity#setGravityY
Source: src/physics/arcade/components/Gravity.js#L53
Since: 3.0.0
setImmovable
<instance> setImmovable([value])
Description:
Sets if this Body can be separated during collisions with other bodies.
When a body is immovable it means it won't move at all, not even to separate it from collision
overlap. If you just wish to prevent a body from being knocked around by other bodies, see
the setPushable
method instead.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | Sets if this body will be separated during collisions with other bodies. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Immovable#setImmovable
Source: src/physics/arcade/components/Immovable.js#L15
Since: 3.0.0
setInteractive
<instance> setInteractive([hitArea], [callback], [dropZone])
Description:
Pass this Game Object to the Input Manager to enable it for Input.
Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.
If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.
You can also provide an Input Configuration Object as the only argument to this method.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
hitArea | Yes | Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame. | ||
callback | Yes | The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback. | ||
dropZone | boolean | Yes | false | Should this Game Object be treated as a drop zone target? |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setInteractive
Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0
setMask
<instance> setMask(mask)
Description:
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
Parameters:
name | type | optional | description |
---|---|---|---|
mask | Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask | No | The mask this Game Object will use when rendering. |
Overrides: Phaser.GameObjects.Components.Mask#setMask
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Mask#setMask
Source: src/gameobjects/components/Mask.js#L28
Since: 3.6.2
setMass
<instance> setMass(value)
Description:
Sets the mass of the physics body
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | New value for the mass of the body. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Mass#setMass
Source: src/physics/arcade/components/Mass.js#L15
Since: 3.0.0
setMaxVelocity
<instance> setMaxVelocity(x, [y])
Description:
Sets the maximum velocity of the body.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The new maximum horizontal velocity, in pixels per second. | |
y | number | Yes | "x" | The new maximum vertical velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Velocity#setMaxVelocity
Source: src/physics/arcade/components/Velocity.js#L73
Since: 3.0.0
setName
<instance> setName(value)
Description:
Sets the name
property of this Game Object and returns this Game Object for further chaining.
The name
property is not populated by Phaser and is presented for your own use.
Parameters:
name | type | optional | description |
---|---|---|---|
value | string | No | The name to be given to this Game Object. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setName
Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0
setOffset
<instance> setOffset(x, [y])
Description:
Sets the body offset. This allows you to adjust the difference between the center of the body and the x and y coordinates of the parent Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The amount to offset the body from the parent Game Object along the x-axis. | |
y | number | Yes | "x" | The amount to offset the body from the parent Game Object along the y-axis. Defaults to the value given for the x-axis. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Size#setOffset
Source: src/physics/arcade/components/Size.js#L16
Since: 3.0.0
setOrigin
<instance> setOrigin([x], [y])
Description:
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0.5 | The horizontal origin value. |
y | number | Yes | "x" | The vertical origin value. If not defined it will be set to the value of |
Overrides: Phaser.GameObjects.Components.Origin#setOrigin
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setOrigin
Source: src/gameobjects/components/Origin.js#L112
Since: 3.0.0
setOriginFromFrame
<instance> setOriginFromFrame()
Description:
Sets the origin of this Game Object based on the Pivot values in its Frame.
Overrides: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0
setPipeline
<instance> setPipeline(pipeline, [pipelineData], [copyData])
Description:
Sets the main WebGL Pipeline of this Game Object.
Also sets the pipelineData
property, if the parameter is given.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipeline | string | Phaser.Renderer.WebGL.WebGLPipeline | No | Either the string-based name of the pipeline, or a pipeline instance to set. | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
Overrides: Phaser.GameObjects.Components.Pipeline#setPipeline
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline
Source: src/gameobjects/components/Pipeline.js#L100
Since: 3.0.0
setPipelineData
<instance> setPipelineData(key, [value])
Description:
Adds an entry to the pipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If |
Overrides: Phaser.GameObjects.Components.Pipeline#setPipelineData
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData
Source: src/gameobjects/components/Pipeline.js#L144
Since: 3.50.0
setPosition
<instance> setPosition([x], [y], [z], [w])
Description:
Sets the position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of this Game Object. |
y | number | Yes | "x" | The y position of this Game Object. If not set it will use the |
z | number | Yes | 0 | The z position of this Game Object. |
w | number | Yes | 0 | The w position of this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#setPosition
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setPosition
Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0
setPostPipeline
<instance> setPostPipeline(pipelines, [pipelineData], [copyData])
Description:
Sets one, or more, Post Pipelines on this Game Object.
Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.
The post pipelines are appended to the postPipelines
array belonging to this
Game Object. When the renderer processes this Game Object, it iterates through the post
pipelines in the order in which they appear in the array. If you are stacking together
multiple effects, be aware that the order is important.
If you call this method multiple times, the new pipelines will be appended to any existing
post pipelines already set. Use the resetPostPipeline
method to clear them first, if required.
You can optionally also set the postPipelineData
property, if the parameter is given.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
pipelines | string | Array.<string> | function | Array.<function()> | |
pipelineData | object | Yes | Optional pipeline data object that is set in to the | |
copyData | boolean | Yes | true | Should the pipeline data object be deep copied into the |
Overrides: Phaser.GameObjects.Components.PostPipeline#setPostPipeline
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline
Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0
setPostPipelineData
<instance> setPostPipelineData(key, [value])
Description:
Adds an entry to the postPipelineData
object belonging to this Game Object.
If the 'key' already exists, its value is updated. If it doesn't exist, it is created.
If value
is undefined, and key
exists, key
is removed from the data object.
Tags:
- webglOnly
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the pipeline data to set, update, or delete. |
value | any | Yes | The value to be set with the key. If |
Overrides: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData
Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0
setPushable
<instance> setPushable([value])
Description:
Sets if this Body can be pushed by another Body.
A body that cannot be pushed will reflect back all of the velocity it is given to the colliding body. If that body is also not pushable, then the separation will be split between them evenly.
If you want your body to never move or seperate at all, see the setImmovable
method.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | Sets if this body can be pushed by collisions with another Body. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Pushable#setPushable
Source: src/physics/arcade/components/Pushable.js#L15
Since: 3.50.0
setRandomPosition
<instance> setRandomPosition([x], [y], [width], [height])
Description:
Sets the position of this Game Object to be a random position within the confines of the given area.
If no area is specified a random position between 0 x 0 and the game width x height is used instead.
The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The x position of the top-left of the random area. |
y | number | Yes | 0 | The y position of the top-left of the random area. |
width | number | Yes | The width of the random area. | |
height | number | Yes | The height of the random area. |
Overrides: Phaser.GameObjects.Components.Transform#setRandomPosition
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition
Source: src/gameobjects/components/Transform.js#L313
Since: 3.8.0
setRotation
<instance> setRotation([radians])
Description:
Sets the rotation of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
radians | number | Yes | 0 | The rotation of this Game Object, in radians. |
Overrides: Phaser.GameObjects.Components.Transform#setRotation
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setRotation
Source: src/gameobjects/components/Transform.js#L345
Since: 3.0.0
setScale
<instance> setScale([x], [y])
Description:
Sets the scale of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 1 | The horizontal scale of this Game Object. |
y | number | Yes | "x" | The vertical scale of this Game Object. If not set it will use the |
Overrides: Phaser.GameObjects.Components.Transform#setScale
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setScale
Source: src/gameobjects/components/Transform.js#L383
Since: 3.0.0
setScrollFactor
<instance> setScrollFactor(x, [y])
Description:
Sets the scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal scroll factor of this Game Object. | |
y | number | Yes | "x" | The vertical scroll factor of this Game Object. If not set it will use the |
Overrides: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0
setSize
<instance> setSize(width, height)
Description:
Sets the internal size of this Game Object, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
width | number | No | The width of this Game Object. |
height | number | No | The height of this Game Object. |
Overrides: Phaser.GameObjects.Components.Size#setSize
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSize
Source: src/gameobjects/components/Size.js#L139
Since: 3.0.0
setSizeToFrame
<instance> setSizeToFrame([frame])
Description:
Sets the size of this Game Object to be that of the given Frame.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
Parameters:
name | type | optional | description |
---|---|---|---|
frame | Phaser.Textures.Frame | boolean | Yes | The frame to base the size of this Game Object on. |
Overrides: Phaser.GameObjects.Components.Size#setSizeToFrame
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Size#setSizeToFrame
Source: src/gameobjects/components/Size.js#L103
Since: 3.0.0
setState
<instance> setState(value)
Description:
Sets the current state of this Game Object.
Phaser itself will never modify the State of a Game Object, although plugins may do so.
For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | string | No | The state of the Game Object. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#setState
Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0
setTexture
<instance> setTexture(key, [frame])
Description:
Sets the texture and frame this Game Object will use to render with.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
Parameters:
name | type | optional | description |
---|---|---|---|
key | string | No | The key of the texture to be used, as stored in the Texture Manager. |
frame | string | number | Yes | The name or index of the frame within the Texture. |
Overrides: Phaser.GameObjects.Components.Texture#setTexture
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.TextureCrop#setTexture
Source: src/gameobjects/components/TextureCrop.js#L110
Since: 3.0.0
setTint
<instance> setTint([topLeft], [topRight], [bottomLeft], [bottomRight])
Description:
Sets an additive tint on this Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the properties tintTopLeft
, tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.
To remove a tint call clearTint
.
To swap this from being an additive tint to a fill based tint set the property tintFill
to true
.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
topLeft | number | Yes | "0xffffff" | The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. |
topRight | number | Yes | The tint being applied to the top-right of the Game Object. | |
bottomLeft | number | Yes | The tint being applied to the bottom-left of the Game Object. | |
bottomRight | number | Yes | The tint being applied to the bottom-right of the Game Object. |
Overrides: Phaser.GameObjects.Components.Tint#setTint
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Tint#setTint
Source: src/gameobjects/components/Tint.js#L98
Since: 3.0.0
setTintFill
<instance> setTintFill([topLeft], [topRight], [bottomLeft], [bottomRight])
Description:
Sets a fill-based tint on this Game Object.
Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the properties tintTopLeft
, tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.
To remove a tint call clearTint
.
To swap this from being a fill-tint to an additive tint set the property tintFill
to false
.
Tags:
- webglOnly
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
topLeft | number | Yes | "0xffffff" | The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. |
topRight | number | Yes | The tint being applied to the top-right of the Game Object. | |
bottomLeft | number | Yes | The tint being applied to the bottom-left of the Game Object. | |
bottomRight | number | Yes | The tint being applied to the bottom-right of the Game Object. |
Overrides: Phaser.GameObjects.Components.Tint#setTintFill
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Tint#setTintFill
Source: src/gameobjects/components/Tint.js#L146
Since: 3.11.0
setToBack
<instance> setToBack()
Description:
Sets this Game Object to the back of the display list, or the back of its parent container.
Being at the back means it will render below everything else.
This method does not change this Game Objects depth
value, it simply alters its list position.
Overrides: Phaser.GameObjects.Components.Depth#setToBack
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToBack
Source: src/gameobjects/components/Depth.js#L115
Since: 3.85.0
setToTop
<instance> setToTop()
Description:
Sets this Game Object to be at the top of the display list, or the top of its parent container.
Being at the top means it will render on-top of everything else.
This method does not change this Game Objects depth
value, it simply alters its list position.
Overrides: Phaser.GameObjects.Components.Depth#setToTop
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Depth#setToTop
Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0
setVelocity
<instance> setVelocity(x, [y])
Description:
Sets the velocity of the Body.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal velocity of the body, in pixels per second. Positive values move the body to the right, while negative values move it to the left. | |
y | number | Yes | "x" | The vertical velocity of the body, in pixels per second. Positive values move the body down, while negative values move it up. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Velocity#setVelocity
Source: src/physics/arcade/components/Velocity.js#L17
Since: 3.0.0
setVelocityX
<instance> setVelocityX(x)
Description:
Sets the horizontal component of the body's velocity.
Positive values move the body to the right, while negative values move it to the left.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The new horizontal velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Velocity#setVelocityX
Source: src/physics/arcade/components/Velocity.js#L35
Since: 3.0.0
setVelocityY
<instance> setVelocityY(y)
Description:
Sets the vertical component of the body's velocity.
Positive values move the body down, while negative values move it up.
Parameters:
name | type | optional | description |
---|---|---|---|
y | number | No | The new vertical velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Velocity#setVelocityY
Source: src/physics/arcade/components/Velocity.js#L54
Since: 3.0.0
setVisible
<instance> setVisible(value)
Description:
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | The visible state of the Game Object. |
Overrides: Phaser.GameObjects.Components.Visible#setVisible
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Visible#setVisible
Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0
setW
<instance> setW([value])
Description:
Sets the w position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The w position of this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#setW
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setW
Source: src/gameobjects/components/Transform.js#L465
Since: 3.0.0
setX
<instance> setX([value])
Description:
Sets the x position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The x position of this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#setX
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setX
Source: src/gameobjects/components/Transform.js#L405
Since: 3.0.0
setY
<instance> setY([value])
Description:
Sets the y position of this Game Object.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The y position of this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#setY
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setY
Source: src/gameobjects/components/Transform.js#L424
Since: 3.0.0
setZ
<instance> setZ([value])
Description:
Sets the z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#setDepth instead.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | number | Yes | 0 | The z position of this Game Object. |
Overrides: Phaser.GameObjects.Components.Transform#setZ
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Transform#setZ
Source: src/gameobjects/components/Transform.js#L443
Since: 3.0.0
shutdown
<instance> shutdown()
Description:
Removes all listeners.
Inherits: Phaser.Events.EventEmitter#shutdown
Source: src/events/EventEmitter.js#L31
Since: 3.0.0
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.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Inherits: Phaser.GameObjects.Sprite#stop
Source: src/gameobjects/sprite/Sprite.js#L359
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:
name | type | optional | description |
---|---|---|---|
delay | number | No | The number of milliseconds to wait before stopping this animation. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Inherits: Phaser.GameObjects.Sprite#stopAfterDelay
Source: src/gameobjects/sprite/Sprite.js#L377
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:
name | type | optional | default | description |
---|---|---|---|---|
repeatCount | number | Yes | 1 | How many times should the animation repeat before stopping? |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Inherits: Phaser.GameObjects.Sprite#stopAfterRepeat
Source: src/gameobjects/sprite/Sprite.js#L400
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:
name | type | optional | description |
---|---|---|---|
frame | No | The frame to check before stopping this animation. |
Returns: Phaser.Physics.Arcade.Sprite - This Game Object.
Fires: Phaser.Animations.Events#event:ANIMATION_STOP
Inherits: Phaser.GameObjects.Sprite#stopOnFrame
Source: src/gameobjects/sprite/Sprite.js#L423
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:
name | type | optional | description |
---|---|---|---|
key | string | No | The key to toggle the value for. |
Returns: Phaser.Physics.Arcade.Sprite - This GameObject.
Inherits: Phaser.GameObjects.GameObject#toggleData
Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0
toggleFlipX
<instance> toggleFlipX()
Description:
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Overrides: Phaser.GameObjects.Components.Flip#toggleFlipX
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#toggleFlipX
Source: src/gameobjects/components/Flip.js#L45
Since: 3.0.0
toggleFlipY
<instance> toggleFlipY()
Description:
Toggles the vertical flipped state of this Game Object.
Overrides: Phaser.GameObjects.Components.Flip#toggleFlipY
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Flip#toggleFlipY
Source: src/gameobjects/components/Flip.js#L64
Since: 3.0.0
toJSON
<instance> toJSON()
Description:
Build a JSON representation of this Sprite.
Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.
Inherits: Phaser.GameObjects.Sprite#toJSON
Source: src/gameobjects/sprite/Sprite.js#L447
Since: 3.0.0
update
<instance> update([args])
Description:
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
Parameters:
name | type | optional | description |
---|---|---|---|
args | * | Yes | args |
Inherits: Phaser.GameObjects.GameObject#update
Source: src/gameobjects/GameObject.js#L592
Since: 3.0.0
updateDisplayOrigin
<instance> updateDisplayOrigin()
Description:
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
Overrides: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Returns: Phaser.Physics.Arcade.Sprite - This Game Object instance.
Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Source: src/gameobjects/components/Origin.js#L182
Since: 3.0.0
willCollideWith
<instance> willCollideWith(category)
Description:
Checks to see if the given Collision Category will collide with this Arcade Physics object or not.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | Collision category value to test. |
Returns: boolean - true
if the given category will collide with this object, otherwise false
.
Inherits: Phaser.Physics.Arcade.Components.Collision#willCollideWith
Source: src/physics/arcade/components/Collision.js#L42
Since: 3.70.0
willRender
<instance> willRender(camera)
Description:
Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.
Parameters:
name | type | optional | description |
---|---|---|---|
camera | No | The Camera to check against this Game Object. |
Returns: boolean - True if the Game Object should be rendered, otherwise false.
Inherits: Phaser.GameObjects.GameObject#willRender
Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0
Private Methods
preDestroy
<instance> preDestroy()
Description:
Handles the pre-destroy step for the Sprite, which removes the Animation component.
Access: private
Inherits: Phaser.GameObjects.Sprite#preDestroy
Source: src/gameobjects/sprite/Sprite.js#L460
Since: 3.14.0
prepareBoundsOutput
<instance> prepareBoundsOutput(output, [includeParent])
Description:
Processes the bounds output vector before returning it.
Tags:
- generic
Access: private
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
output | No | An object to store the values in. If not provided a new Vector2 will be created. | ||
includeParent | boolean | Yes | false | If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
Overrides: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput
Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.
Inherits: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput
Source: src/gameobjects/components/GetBounds.js#L21
Since: 3.18.0
renderCanvas
<instance> renderCanvas(renderer, src, camera, parentMatrix)
Description:
Renders this Game Object with the Canvas Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | No | A reference to the current active Canvas renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | No | This transform matrix is defined if the game object is nested |
Inherits: Phaser.GameObjects.Sprite#renderCanvas
Source: src/gameobjects/sprite/SpriteCanvasRenderer.js#L7
Since: 3.0.0
renderWebGL
<instance> renderWebGL(renderer, src, camera, parentMatrix)
Description:
Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
renderer | No | A reference to the current active WebGL renderer. | |
src | No | The Game Object being rendered in this call. | |
camera | No | The Camera that is rendering the Game Object. | |
parentMatrix | No | This transform matrix is defined if the game object is nested |
Inherits: Phaser.GameObjects.Sprite#renderWebGL
Source: src/gameobjects/sprite/SpriteWebGLRenderer.js#L7
Since: 3.0.0
resetCropObject
<instance> resetCropObject()
Description:
Internal method that returns a blank, well-formed crop object for use by a Game Object.
Access: private
Returns: object - The crop object.
Inherits: Phaser.GameObjects.Components.TextureCrop#resetCropObject
Source: src/gameobjects/components/TextureCrop.js#L201
Since: 3.12.0