Phaser.Actions

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.
offsetYnumberYes0Optional vertical offset from the position.

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 to be added to the angle 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/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

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 then aligns them based on the grid configuration given to this action.

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.

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 on evenly spaced points of a Line. If the ease parameter is supplied, it will space the points based on that easing function 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 use. This can be either a string from the EaseMap, or a custom function.

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 positional offset.

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, to increase or decrease the packing of the Game Objects on the lines.

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 an array of Game Objects around a point by the given angle and distance.

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

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 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/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 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 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/SetDepth.js#L9
Since: 3.0.0

SetHitArea

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

Description:

Passes all provided Game Objects to the Input Manager to enable them for input with identical areas and callbacks.

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

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.
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/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 each item in the array.

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 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/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 each item in the array.

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 it to the given value(s). You can specify tint color per corner or provide only one color value for topLeft parameter, in which case 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 being applied to top-left corner of item. If other parameters are given no value, this tint will be applied to 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 value to set the property to.
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/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 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/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 = first to last and 1 = last to first.
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

SmootherStep

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

Description:

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 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 minimum interpolation value.
maxnumberNoThe maximum interpolation value.
incbooleanYesfalseShould the values 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/SmootherStep.js#L9
Since: 3.0.0

SmoothStep

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

Description:

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 minimum interpolation value.
maxnumberNoThe maximum interpolation value.
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

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 (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 objects x and y properties are wrapped to keep them contained within the given Rectangles 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

Updated on