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Version: Phaser v4.0.0

Phaser.Actions

AddEffectBloom

<static> AddEffectBloom(items, [config])

Description:

Adds a Bloom effect to a Camera or GameObject or list thereof.

Bloom is a phenomenon where bright light spreads across an image. It can be used to add to the realism of a scene, although too much is obvious and a subtle effect is best.

This Action creates a Bloom effect by applying several Filters to the target.

  • ParallelFilters splits the filter stream, allowing us to combine

    the results of other filters with the original image.

    The other filters are added to the top stream.

  • Threshold removes darker colors.

  • Blur spreads the remaining bright colors out.

This Action returns an object containing references to these filters. You can control their properties directly, e.g. if you want to animate the Bloom, or if you want to set properties this Action doesn't surface.

The Bloom effect will be destroyed like any other filter on target shutdown. To disable or remove the Bloom effect manually, access the parallelFilters controller in the return object. It holds the other filters.

  • parallelFilters.active = false: deactivate Bloom

  • parallelFilters.destroy(): destroy Bloom

Bloom is best as a full-screen effect. If you apply it to a GameObject with alpha regions, it cannot blend the light glow properly with the background. This is because the glow should use ADD blend, but the object itself should use NORMAL blend, and it can't do both. You can still apply bloom to a GameObject, but it works best on a solid texture.

Parameters:

nametypeoptionaldescription
itemsPhaser.Cameras.Scene2D.Camera | Phaser.GameObjects.GameObjectArray.<(Phaser.Cameras.Scene2D.CameraPhaser.GameObjects.GameObject)>
configPhaser.Types.Actions.AddEffectBloomConfigYesInitial configuration of the Bloom effect.

Returns: Array.<Phaser.Types.Actions.AddEffectBloomReturn> - A list of objects containing the filters which were created.

Source: src/actions/AddEffectBloom.js#L9
Since: 4.0.0

AddEffectShine

<static> AddEffectShine(items, [config])

Description:

Adds a Shine effect to a Camera or GameObject or list thereof.

Shine simulates a highlight glancing from a surface. It's a brief specular reflection of a bright light, typically from a fairly flat surface which only reflects the highlight from certain angles. In a game, you might use this to highlight an important object, convey a sense of glossiness, or move an interference band across a transmission.

This Action works by creating several resources.

  • A Gradient object generates the region of the shine.

  • A DynamicTexture holds the shine region.

  • A Tween animates the shine region.

  • A Blend filter combines the shine and the image.

  • (Optional) A ParallelFilters filter adds the rest of the image back in.

You may configure the effect in several ways using the config parameter.

Use radius, direction and scale to set the gradient orientation. Scale defaults to 2, twice the size of the target, to guarantee that the highlight leaves the image completely before repeating. The radius also adds an extra offset on either side of the image so the gradient has space to enter and exit the image.

Use colorFactor to control the RGBA color of the highlight. You can overdrive this to values greater than 1 to create very bright shine. By default, it has a slight red tint to create warm highlights.

Use displacementMap and displacement to add a Displacement filter to the Gradient. This creates the impression of a slightly scuffed surface. You may add other filters to the Gradient; they will be rendered into the DynamicTexture for use in the final blend.

Use reveal to put the effect into reveal mode. In this mode, the image is only visible under the shine.

Use duration, yoyo and ease to control the Tween animation.

The resources created in this way will be automatically destroyed when the target is destroyed. You may remove them earlier yourself. Unless you use them in other systems, they are isolated and safe to destroy. (The Tween requires the other resources to exist while it exists.)

When you target multiple objects with this method, each creates its own set of resources. Each set is independent, and may be destroyed or manipulated without affecting the others.

You can create your own Shine effects using this as a base or as inspiration.

Parameters:

nametypeoptionaldescription
itemsPhaser.Cameras.Scene2D.Camera | Phaser.GameObjects.GameObjectArray.<(Phaser.Cameras.Scene2D.CameraPhaser.GameObjects.GameObject)>
configPhaser.Types.Actions.AddEffectShineConfigYesInitial configuration of the Shine effect.

Returns: Array.<Phaser.Types.Actions.AddEffectShineReturn> - A list of objects containing the resources which were created.

Source: src/actions/AddEffectShine.js#L13
Since: 4.0.0

AddMaskShape

<static> AddMaskShape(items, config)

Description:

Apply a Mask to a GameObject or Camera or list thereof using a Shape.

This is a quick way to add a mask to an object/camera. It creates a Shape and uses FitToRegion to size it correctly.

By default, the Mask is a circle, scaled to fit both X and Y axes of the game canvas (so it's not really a circle any more).

You can change the shape to 'square', 'rectangle', or 'ellipse'. Control the shape of rectangles or ellipses via config.aspectRatio.

You can change the coverage much like FitToRegion. You can scale to fit inside, outside, or both axes. You can set the target region; if you do not, the action will choose an appropriate region for you.

The action supports an optional Blur effect, applied to the shape. This is good for soft edges on masks. You can use config.padding to shrink the shape region inward, leaving room for the blur to spread outward to the intended boundary.

The Shape is removed from the scene upon creation. You don't need to manage its life cycle; it should be garbage collected once the Mask filter is destroyed, usually when the scene or target is shut down. If you want to access the Shape, it is available on the mask filter.

If you apply this to multiple objects at once, they all have their own shape and mask filter. Note that, if you use external filters, the masks will seem to line up. In this case, it might be more efficient to put all the targets into a Layer or Container and mask that instead.

Parameters:

nametypeoptionaldescription
itemsPhaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.CameraArray.<(Phaser.GameObjects.GameObjectPhaser.Cameras.Scene2D.Camera)>
configPhaser.Types.Actions.AddMaskShapeConfigNoThe configuration of the mask shape.

Returns: Array.<Phaser.Filters.Mask> - The new Mask filters, in order of target.

Source: src/actions/AddMaskShape.js#L11
Since: 4.0.0

AlignTo

<static> AlignTo(items, position, [offsetX], [offsetY])

Description:

Takes an array of Game Objects and aligns them next to each other.

The alignment position is controlled by the position parameter, which should be one of the Phaser.Display.Align constants, such as Phaser.Display.Align.TOP_LEFT, Phaser.Display.Align.TOP_CENTER, etc.

The first item isn't moved. The second item is aligned next to the first, then the third next to the second, and so on.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
positionnumberNoThe position to align the items with. This is an align constant, such as Phaser.Display.Align.LEFT_CENTER.
offsetXnumberYes0Optional horizontal offset from the position, in pixels.
offsetYnumberYes0Optional vertical offset from the position, in pixels.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/AlignTo.js#L9
Since: 3.22.0

Angle

<static> Angle(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public angle property, and then adds the given value to each of their angle properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: Angle(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount, in degrees, to be added to the angle property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter. For example, a step of 10 will add 0 to the first item, 10 to the second, 20 to the third, and so on.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/Angle.js#L9
Since: 3.0.0

Call

<static> Call(items, callback, context)

Description:

Takes an array of objects and passes each of them to the given callback.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
callbackPhaser.Types.Actions.CallCallbackNoThe callback to be invoked. It will be passed just one argument: the item from the array.
context*NoThe scope in which the callback will be invoked.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that was passed to this Action.

Source: src/actions/Call.js#L7
Since: 3.0.0

FitToRegion

<static> FitToRegion(items, [scaleMode], [region], [itemCoverage])

Description:

Fit GameObjects to a region.

This is a quick way to fit a background to a scene, move an object without worrying about origins, or cover a hole of known size.

This will transform each object to fit into a rectangular region. Rotation is ignored, but translation and scale are changed. Note that negative scale will become positive; use flip to resolve this. The object must support transformation.

The fit can scale proportionally, to touch the inside or outside of the region; but by default it scales both axes independently to touch all sides.

The region is an axis-aligned bounding box (AABB). By default, it is derived from the object, via the scene scale properties, i.e. { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height }.

If the game object has no size or origin, e.g. a Container, then it is tricky to figure out how to resize it to fit. The itemCoverage parameter allows you to set width, height, originX and/or originY properties to supplement available data. These settings take precedence over original item properties, even if they exist.

Parameters:

nametypeoptionaldefaultdescription
itemsPhaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>NoThe GameObject or GameObjects to fit to the region. Each must have the Phaser.GameObjects.Components.Transform component.
scaleModenumberYes0The scale mode. 0 sets each axis to fill the region independently. -1 scales both axes uniformly so the item touches the inside of the region. 1 scales both axes uniformly so the item touches the outside of the region.
regionPhaser.Types.Math.RectangleLikeYesThe region to fit. If not defined, it will be inferred from the first item's scene scale.
itemCoveragePhaser.Types.Actions.FitToRegionItemCoverageYesOverride or define the region covered by the item. This is intended to provide dimensions for objects which don't have them, such as Containers, allowing them to resize.

Returns: Array.<Phaser.GameObjects.GameObject> - - The items that were fitted.

Source: src/actions/FitToRegion.js#L10
Since: 4.0.0

GetFirst

<static> GetFirst(items, compare, [index])

Description:

Takes an array of objects and returns the first element in the array that has properties which match all of those specified in the compare object. For example, if the compare object was: { scaleX: 0.5, alpha: 1 } then it would return the first item which had the property scaleX set to 0.5 and alpha set to 1.

To use this with a Group: GetFirst(group.getChildren(), compare, index)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be searched by this action.
compareobjectNoThe comparison object. Each property in this object will be checked against the items of the array.
indexnumberYes0An optional offset to start searching from within the items array.

Returns: object, Phaser.GameObjects.GameObject - The first object in the array that matches the comparison object, or null if no match was found.

Source: src/actions/GetFirst.js#L7
Since: 3.0.0

GetLast

<static> GetLast(items, compare, [index])

Description:

Takes an array of objects and returns the last element in the array that has properties which match all of those specified in the compare object. For example, if the compare object was: { scaleX: 0.5, alpha: 1 } then it would return the last item which had the property scaleX set to 0.5 and alpha set to 1.

To use this with a Group: GetLast(group.getChildren(), compare, index)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be searched by this action.
compareobjectNoThe comparison object. Each property in this object will be checked against the items of the array.
indexnumberYes0An optional offset to start searching from within the items array.

Returns: object, Phaser.GameObjects.GameObject - The last object in the array that matches the comparison object, or null if no match was found.

Source: src/actions/GetLast.js#L7
Since: 3.3.0

GridAlign

<static> GridAlign(items, options)

Description:

Takes an array of Game Objects, or any objects that have public x and y properties, and positions them in a grid layout based on the configuration provided.

The grid is defined by a width (number of columns) and/or height (number of rows). Each cell in the grid has a size defined by cellWidth and cellHeight, in pixels. Items are placed into cells starting from the top-left origin (x, y) and filling left-to-right, top-to-bottom by default. If only width is set to -1, items are laid out in a single horizontal row. If only height is set to -1, items are laid out in a single vertical column. When both width and height are set, the grid fills row-by-row, stopping early if the grid is full before all items have been placed.

The position option controls how each item is aligned within its cell, using one of the Phaser.Display.Align constants such as CENTER or TOP_LEFT.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
optionsPhaser.Types.Actions.GridAlignConfigNoThe GridAlign Configuration object.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/GridAlign.js#L15
Since: 3.0.0

IncAlpha

<static> IncAlpha(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public alpha property, and then adds the given value to each of their alpha properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncAlpha(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the alpha property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/IncAlpha.js#L9
Since: 3.0.0

IncX

<static> IncX(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public x property, and then adds the given value to each of their x properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncX(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the x property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/IncX.js#L9
Since: 3.0.0

IncXY

<static> IncXY(items, x, [y], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have public x and y properties, and then adds the given value to each of them.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: IncXY(group.getChildren(), x, y, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
xnumberNoThe amount to be added to the x property.
ynumberYes"x"The amount to be added to the y property. If undefined or null it uses the x value.
stepXnumberYes0This is added to the x amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the y amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/IncXY.js#L9
Since: 3.0.0

IncY

<static> IncY(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public y property, and then adds the given value to each of their y properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: IncY(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the y property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/IncY.js#L9
Since: 3.0.0

PlaceOnCircle

<static> PlaceOnCircle(items, circle, [startAngle], [endAngle])

Description:

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Circle.

If you wish to pass a Phaser.GameObjects.Circle Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
circlePhaser.Geom.CircleNoThe Circle to position the Game Objects on.
startAnglenumberYes0Optional angle to start position from, in radians.
endAnglenumberYes6.28Optional angle to stop position at, in radians.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlaceOnCircle.js#L7
Since: 3.0.0

PlaceOnEllipse

<static> PlaceOnEllipse(items, ellipse, [startAngle], [endAngle])

Description:

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of an Ellipse.

Each Game Object's x and y properties are updated in place. The spacing between objects is determined by dividing the angular range (from startAngle to endAngle) evenly across the number of items.

If you wish to pass a Phaser.GameObjects.Ellipse Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
ellipsePhaser.Geom.EllipseNoThe Ellipse to position the Game Objects on.
startAnglenumberYes0Optional angle to start position from, in radians.
endAnglenumberYes6.28Optional angle to stop position at, in radians.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlaceOnEllipse.js#L7
Since: 3.0.0

PlaceOnLine

<static> PlaceOnLine(items, line, [ease])

Description:

Positions an array of Game Objects along a Line, setting each object's x and y coordinates. By default the Game Objects are placed at evenly spaced intervals along the line. If the ease parameter is supplied, the spacing between points is controlled by that easing function instead, allowing for clustered or accelerating distributions along the line.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
linePhaser.Geom.LineNoThe Line to position the Game Objects on.
easestring | functionYesAn optional ease to apply to the point distribution. This can be either a string key from the EaseMap (e.g. 'Sine.easeInOut') or a custom easing function. If omitted, points are evenly spaced.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlaceOnLine.js#L10
Since: 3.0.0

PlaceOnRectangle

<static> PlaceOnRectangle(items, rect, [shift])

Description:

Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Rectangle.

Placement starts from the top-left of the rectangle, and proceeds in a clockwise direction. If the shift parameter is given you can offset where placement begins.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
rectPhaser.Geom.RectangleNoThe Rectangle to position the Game Objects on.
shiftnumberYes0An optional starting offset, in number of steps. A positive value shifts the starting position clockwise around the perimeter, a negative value shifts it counter-clockwise.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlaceOnRectangle.js#L11
Since: 3.0.0

PlaceOnTriangle

<static> PlaceOnTriangle(items, triangle, [stepRate])

Description:

Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle.

If you wish to pass a Phaser.GameObjects.Triangle Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
trianglePhaser.Geom.TriangleNoThe Triangle to position the Game Objects on.
stepRatenumberYes1An optional step rate that controls the density of points sampled along each edge of the Triangle using Bresenham's line algorithm. A higher value produces fewer, more widely spaced points; a lower value produces more points and denser placement.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlaceOnTriangle.js#L9
Since: 3.0.0

PlayAnimation

<static> PlayAnimation(items, key, [ignoreIfPlaying])

Description:

Play an animation on all Game Objects in the array that have an Animation component.

You can pass either an animation key, or an animation configuration object for more control over the playback.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
ignoreIfPlayingbooleanYesfalseIf this animation is already playing then ignore this call.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/PlayAnimation.js#L7
Since: 3.0.0

PropertyValueInc

<static> PropertyValueInc(items, key, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public property as defined in key, and then adds the given value to it.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: PropertyValueInc(group.getChildren(), key, value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
keystringNoThe property to be updated.
valuenumberNoThe amount to be added to the property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/PropertyValueInc.js#L7
Since: 3.3.0

PropertyValueSet

<static> PropertyValueSet(items, key, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public property as defined in key, and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: PropertyValueSet(group.getChildren(), key, value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
keystringNoThe property to be updated.
valuenumberNoThe amount to set the property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/PropertyValueSet.js#L7
Since: 3.3.0

RandomCircle

<static> RandomCircle(items, circle)

Description:

Takes an array of Game Objects and positions them at random locations within the Circle.

If you wish to pass a Phaser.GameObjects.Circle Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
circlePhaser.Geom.CircleNoThe Circle to position the Game Objects within.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RandomCircle.js#L9
Since: 3.0.0

RandomEllipse

<static> RandomEllipse(items, ellipse)

Description:

Takes an array of Game Objects and positions them at random locations within the Ellipse.

If you wish to pass a Phaser.GameObjects.Ellipse Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
ellipsePhaser.Geom.EllipseNoThe Ellipse to position the Game Objects within.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RandomEllipse.js#L9
Since: 3.0.0

RandomLine

<static> RandomLine(items, line)

Description:

Takes an array of Game Objects and positions them at random locations on the Line.

If you wish to pass a Phaser.GameObjects.Line Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
linePhaser.Geom.LineNoThe Line to position the Game Objects randomly on.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RandomLine.js#L9
Since: 3.0.0

RandomRectangle

<static> RandomRectangle(items, rect)

Description:

Takes an array of Game Objects and positions them at random locations within the Rectangle.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
rectPhaser.Geom.RectangleNoThe Rectangle to position the Game Objects within.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RandomRectangle.js#L9
Since: 3.0.0

RandomTriangle

<static> RandomTriangle(items, triangle)

Description:

Takes an array of Game Objects and positions them at random locations within the Triangle.

If you wish to pass a Phaser.GameObjects.Triangle Shape to this function, you should pass its geom property.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
trianglePhaser.Geom.TriangleNoThe Triangle to position the Game Objects within.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RandomTriangle.js#L9
Since: 3.0.0

Rotate

<static> Rotate(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public rotation property, and then adds the given value to each of their rotation properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: Rotate(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the rotation property (in radians).
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/Rotate.js#L9
Since: 3.0.0

RotateAround

<static> RotateAround(items, point, angle)

Description:

Rotates each item around the given point by the given angle.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
pointobjectNoAny object with public x and y properties.
anglenumberNoThe angle to rotate by, in radians.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RotateAround.js#L10
Since: 3.0.0

RotateAroundDistance

<static> RotateAroundDistance(items, point, angle, distance)

Description:

Rotates each Game Object in the given array around a point by the specified angle, positioning each item at the given distance from that point. If the distance is zero, the items are not moved.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
pointobjectNoAny object with public x and y properties.
anglenumberNoThe angle to rotate by, in radians.
distancenumberNoThe distance from the point of rotation in pixels.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/RotateAroundDistance.js#L9
Since: 3.0.0

ScaleX

<static> ScaleX(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public scaleX property, and then adds the given value to each of their scaleX properties.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: ScaleX(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the scaleX property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/ScaleX.js#L9
Since: 3.0.0

ScaleXY

<static> ScaleXY(items, scaleX, [scaleY], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have public scaleX and scaleY properties, and then adds the given value to each of them.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: ScaleXY(group.getChildren(), scaleX, scaleY, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
scaleXnumberNoThe amount to be added to the scaleX property.
scaleYnumberYesThe amount to be added to the scaleY property. If undefined or null it uses the scaleX value.
stepXnumberYes0This is added to the scaleX amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the scaleY amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/ScaleXY.js#L9
Since: 3.0.0

ScaleY

<static> ScaleY(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have a public scaleY property, and then adds the given value to each of their scaleY properties.

The optional step parameter is applied incrementally, multiplied by the iteration index of each item in the array.

To use this with a Group: ScaleY(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to be added to the scaleY property.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/ScaleY.js#L9
Since: 3.0.0

SetAlpha

<static> SetAlpha(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property alpha and then sets it to the given value.

The optional step property is applied incrementally, multiplied by the iteration index and added to value.

To use this with a Group: SetAlpha(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe alpha value to set on each item. Should be in the range 0 (fully transparent) to 1 (fully opaque).
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetAlpha.js#L9
Since: 3.0.0

SetBlendMode

<static> SetBlendMode(items, value, [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property blendMode and then sets it to the given value.

To use this with a Group: SetBlendMode(group.getChildren(), value)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuePhaser.BlendModes | stringnumberNo
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetBlendMode.js#L9
Since: 3.0.0

SetDepth

<static> SetDepth(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property depth, and then sets it to the given value. The depth property controls the rendering order of Game Objects within a Scene: objects with higher depth values are rendered on top of those with lower values.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetDepth(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe depth value to assign to each item.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetDepth.js#L9
Since: 3.0.0

SetHitArea

<static> SetHitArea(items, [hitArea], [hitAreaCallback])

Description:

Iterates over all items in the given array and calls setInteractive on each one, applying the same hit area shape and callback to every Game Object in the array.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
hitAreaPhaser.Types.Input.InputConfiguration | anyYesEither an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.
hitAreaCallbackPhaser.Types.Input.HitAreaCallbackYesThe callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/SetHitArea.js#L7
Since: 3.0.0

SetOrigin

<static> SetOrigin(items, originX, [originY], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public properties originX and originY and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetOrigin(group.getChildren(), originX, originY, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
originXnumberNoThe amount to set the originX property to.
originYnumberYesThe amount to set the originY property to. If undefined or null it uses the originX value.
stepXnumberYes0This is added to the originX amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the originY amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetOrigin.js#L9
Since: 3.0.0

SetRotation

<static> SetRotation(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property rotation and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetRotation(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to set the property to (in radians).
stepnumberYes0This value, multiplied by the iteration index, is added to value for each successive item, resulting in each object receiving a progressively stepped rotation (in radians).
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetRotation.js#L9
Since: 3.0.0

SetScale

<static> SetScale(items, scaleX, [scaleY], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public properties scaleX and scaleY and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScale(group.getChildren(), scaleX, scaleY, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
scaleXnumberNoThe amount to set the scaleX property to.
scaleYnumberYesThe amount to set the scaleY property to. If undefined or null it uses the scaleX value.
stepXnumberYes0This is added to the scaleX amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the scaleY amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScale.js#L9
Since: 3.0.0

SetScaleX

<static> SetScaleX(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property scaleX and then sets it to the given value.

The optional step property is applied incrementally, multiplied by the iteration counter.

To use this with a Group: SetScaleX(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe value to set the scaleX property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScaleX.js#L9
Since: 3.0.0

SetScaleY

<static> SetScaleY(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property scaleY and then sets it to the given value.

The optional step property is applied incrementally, multiplied by the iteration counter.

To use this with a Group: SetScaleY(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to set the property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScaleY.js#L9
Since: 3.0.0

SetScrollFactor

<static> SetScrollFactor(items, scrollFactorX, [scrollFactorY], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public properties scrollFactorX and scrollFactorY and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScrollFactor(group.getChildren(), scrollFactorX, scrollFactorY, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
scrollFactorXnumberNoThe amount to set the scrollFactorX property to.
scrollFactorYnumberYesThe amount to set the scrollFactorY property to. If undefined or null it uses the scrollFactorX value.
stepXnumberYes0This is added to the scrollFactorX amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the scrollFactorY amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScrollFactor.js#L9
Since: 3.21.0

SetScrollFactorX

<static> SetScrollFactorX(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property scrollFactorX and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScrollFactorX(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to set the property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScrollFactorX.js#L9
Since: 3.21.0

SetScrollFactorY

<static> SetScrollFactorY(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property scrollFactorY and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetScrollFactorY(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to set the property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetScrollFactorY.js#L9
Since: 3.21.0

SetTint

<static> SetTint(items, topLeft, [topRight], [bottomLeft], [bottomRight])

Description:

Takes an array of Game Objects, or any objects that have the public method setTint(), and then updates the tint of each to the given value(s). You can specify a tint color per corner or provide only one color value for the topLeft parameter, in which case the whole item will be tinted with that color.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
topLeftnumberNoThe tint to be applied to the top-left corner of each item. If the other parameters are omitted, this tint will be applied to the whole item.
topRightnumberYesThe tint to be applied to top-right corner of item.
bottomLeftnumberYesThe tint to be applied to the bottom-left corner of item.
bottomRightnumberYesThe tint to be applied to the bottom-right corner of item.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/SetTint.js#L7
Since: 3.0.0

SetVisible

<static> SetVisible(items, value, [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property visible and then sets it to the given value.

To use this with a Group: SetVisible(group.getChildren(), value)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuebooleanNoThe visible state to set on each item. Set to true to make items visible, or false to hide them.
indexnumberYes0An optional offset to start iterating from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetVisible.js#L9
Since: 3.0.0

SetX

<static> SetX(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property x and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetX(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe x coordinate, in pixels, to set on each item.
stepnumberYes0This is added to the value amount, multiplied by the iteration index, so that each item receives a progressively increasing x offset.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetX.js#L9
Since: 3.0.0

SetXY

<static> SetXY(items, x, [y], [stepX], [stepY], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public properties x and y and then sets them to the given values.

The optional stepX and stepY properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: SetXY(group.getChildren(), x, y, stepX, stepY)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
xnumberNoThe amount to set the x property to.
ynumberYes"x"The amount to set the y property to. If undefined or null it uses the x value.
stepXnumberYes0This is added to the x amount, multiplied by the iteration counter.
stepYnumberYes0This is added to the y amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetXY.js#L9
Since: 3.0.0

SetY

<static> SetY(items, value, [step], [index], [direction])

Description:

Takes an array of Game Objects, or any objects that have the public property y and then sets it to the given value.

The optional step property is applied incrementally, multiplied by each item in the array.

To use this with a Group: SetY(group.getChildren(), value, step)

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoThe array of items to be updated by this action.
valuenumberNoThe amount to set the property to.
stepnumberYes0This is added to the value amount, multiplied by the iteration counter.
indexnumberYes0An optional offset to start searching from within the items array.
directionnumberYes1The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of objects that were passed to this Action.

Source: src/actions/SetY.js#L9
Since: 3.0.0

ShiftPosition

<static> ShiftPosition(items, x, y, [direction], [output])

Description:

Takes an array of items, such as Game Objects, or any objects with public x and y properties and then iterates through them. As this function iterates, it moves the position of the current element to be that of the previous entry in the array. This repeats until all items have been moved.

The direction controls the order of iteration. A value of 0 (the default) assumes that the final item in the array is the 'head' item.

A direction value of 1 assumes that the first item in the array is the 'head' item.

The position of the 'head' item is set to the x/y values given to this function. Every other item in the array is then updated, in sequence, to be that of the previous (or next) entry in the array.

The final x/y coords are returned, or set in the 'output' Vector2.

Think of it as being like the game Snake, where the 'head' is moved and then each body piece is moved into the space of the previous piece.

Tags:

  • generic
  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsArray.<Phaser.Types.Math.Vector2Like> | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects, or objects with public x and y positions. The contents of this array are updated by this Action.
xnumberNoThe x coordinate to place the head item at.
ynumberNoThe y coordinate to place the head item at.
directionnumberYes0The iteration direction. 0 = last to first and 1 = first to last.
outputPhaser.Types.Math.Vector2LikeYesAn optional Vec2Like object to store the final position in.

Returns: Phaser.Types.Math.Vector2Like - The output vector.

Source: src/actions/ShiftPosition.js#L9
Since: 3.0.0

Shuffle

<static> Shuffle(items)

Description:

Shuffles the array in place. The shuffled array is both modified and returned.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/Shuffle.js#L9
Since: 3.0.0

SmoothStep

<static> SmoothStep(items, property, min, max, [inc])

Description:

Takes an array of Game Objects and distributes values across the specified property using smoothstep interpolation. Each item in the array is assigned a smoothstep-interpolated value based on its position, creating a smooth ease-in/ease-out transition across the items.

Smoothstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge.

The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges.

This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
propertystringNoThe property of the Game Object to interpolate.
minnumberNoThe left edge of the smoothstep. This value should be smaller than max.
maxnumberNoThe right edge of the smoothstep. This value should be larger than min.
incbooleanYesfalseShould the property value be incremented (true) or set (false)?

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/SmoothStep.js#L9
Since: 3.0.0

SmootherStep

<static> SmootherStep(items, property, min, max, [inc])

Description:

Takes an array of Game Objects and distributes values across the specified property using smootherstep interpolation. Each item in the array is assigned a smootherstep-interpolated value based on its position, creating an even smoother transition than SmoothStep.

Smootherstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smootherstep function is zero at both edges. This is convenient for creating a sequence of transitions using smootherstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
propertystringNoThe property of the Game Object to interpolate.
minnumberNoThe minimum interpolation value.
maxnumberNoThe maximum interpolation value.
incbooleanYesfalseIf true, the values are incremented. If false (default), the values are set.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/SmootherStep.js#L9
Since: 3.0.0

Spread

<static> Spread(items, property, min, max, [inc])

Description:

Takes an array of Game Objects and then modifies their property so the value equals, or is incremented, by the calculated spread value.

The spread value is derived from the given min and max values and the total number of items in the array.

For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call:


Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1);

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
propertystringNoThe property of the Game Object to spread.
minnumberNoThe minimum value.
maxnumberNoThe maximum value.
incbooleanYesfalseShould the values be incremented (true) or set directly (false)?

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that were passed to this Action.

Source: src/actions/Spread.js#L7
Since: 3.0.0

ToggleVisible

<static> ToggleVisible(items)

Description:

Takes an array of Game Objects and toggles the visibility of each one. Those previously visible = false will become visible = true, and vice versa.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/ToggleVisible.js#L7
Since: 3.0.0

WrapInRectangle

<static> WrapInRectangle(items, rect, [padding])

Description:

Iterates through the given array and makes sure that each object's x and y properties are wrapped to keep them contained within the given Rectangle's area.

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
itemsarray | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects. The contents of this array are updated by this Action.
rectPhaser.Geom.RectangleNoThe rectangle which the objects will be wrapped to remain within.
paddingnumberYes0An amount added to each side of the rectangle during the operation.

Returns: array, Array.<Phaser.GameObjects.GameObject> - The array of Game Objects that was passed to this Action.

Source: src/actions/WrapInRectangle.js#L10
Since: 3.0.0