Sprite

Phaser.Physics.Arcade.Sprite

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

Phaser.Scene

No

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

x

number

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

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

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

Phaser.Types.Animations.PlayAnimationConfig

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:

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 null it will generate an Image Game Object using the rest of the arguments.

x

number

Yes

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

y

number

Yes

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

texture

string | Phaser.Textures.Texture

Yes

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

frame

string | number

Phaser.Textures.Frame

Yes

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

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

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

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

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

Fires: Phaser.GameObjects.Events#event:DESTROY

Inherits: Phaser.GameObjects.GameObject#destroy

Source: src/gameobjects/GameObject.js#L855
Since: 3.0.0


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 active to false.

hideGameObject

boolean

Yes

false

Also set this Game Object's visible to false.

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 reset is true.

y

number

Yes

The horizontal position to place the Game Object, if reset is true.

enableGameObject

boolean

Yes

Also set this Game Object's active to true.

showGameObject

boolean

Yes

Also set this Game Object's visible to true.

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Math.Vector2

Yes

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

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera which is being tested against. If not given will use the Scene default camera.

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

Phaser.GameObjects.Components.TransformMatrix

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

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.Types.Math.Vector2Like

Yes

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

includeParent

boolean

Yes

false

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

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

Phaser.GameObjects.Components.TransformMatrix

Yes

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

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

A temporary matrix to hold parent values during the calculations.

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

Phaser.Types.Animations.PlayAnimationConfig

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

Phaser.Types.Animations.PlayAnimationConfig

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

Phaser.Types.Animations.PlayAnimationConfig

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

Phaser.Types.Animations.PlayAnimationConfig

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

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

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 pipelineData object to being an empty object?

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 postPipelineData object to being an empty object?

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

Phaser.GameObjects.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

Phaser.GameObjects.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

true if this body should collide with the world bounds, otherwise false.

bounceX

number

Yes

If given this will be replace the worldBounce.x value.

bounceY

number

Yes

If given this will be replace the worldBounce.y value.

onWorldBounds

boolean

Yes

If given this replaces the Body's onWorldBounds value.

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

true to use damping for deceleration, or false to use linear deceleration.

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 argument is ignored.

data

*

Yes

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

Returns: Phaser.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 true to have this body render its outline to the debug display.

showVelocity

boolean

No

Set to true to have this body render a velocity marker to the debug display.

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

true if the Body calculate velocity based on changes in position, otherwise false.

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 x.

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

y

boolean

No

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

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

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

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

Phaser.Textures.Frame

No

updateSize

boolean

Yes

true

Should this call adjust the size of the Game Object?

updateOrigin

boolean

Yes

true

Should this call adjust the origin of the Game Object?

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

Phaser.Types.Input.InputConfiguration | any

Yes

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

callback

Phaser.Types.Input.HitAreaCallback

Yes

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

dropZone

boolean

Yes

false

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

Returns: Phaser.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 x.

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 pipelineData property of this Game Object.

copyData

boolean

Yes

true

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

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 undefined then key will be deleted from the object.

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 x value.

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()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

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

copyData

boolean

Yes

true

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

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 undefined then key will be deleted from the object.

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 x value.

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 x value.

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, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

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

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

topLeft

number

Yes

"0xffffff"

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

topRight

number

Yes

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

bottomLeft

number

Yes

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

bottomRight

number

Yes

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

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, tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

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

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

topLeft

number

Yes

"0xffffff"

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

topRight

number

Yes

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

bottomLeft

number

Yes

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

bottomRight

number

Yes

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

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

Phaser.Animations.AnimationFrame

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

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

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

Inherits: Phaser.GameObjects.GameObject#willRender

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


Private Methods

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

Phaser.Types.Math.Vector2Like

No

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

includeParent

boolean

Yes

false

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

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

Phaser.Renderer.Canvas.CanvasRenderer

No

A reference to the current active Canvas renderer.

src

Phaser.GameObjects.Sprite

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Inherits: Phaser.GameObjects.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

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active WebGL renderer.

src

Phaser.GameObjects.Sprite

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Inherits: Phaser.GameObjects.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


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