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Class dPhysSprite

Hierarchy

Implements

  • Alpha
  • BlendMode
  • Depth
  • Flip
  • GetBounds
  • Mask
  • Origin
  • Pipeline
  • ScrollFactor
  • Size
  • TextureCrop
  • Tint
  • Transform
  • Visible
  • Acceleration
  • Angular
  • Bounce
  • Debug
  • Drag
  • Enable
  • Friction
  • Gravity
  • Immovable
  • Mass
  • Size
  • Velocity
  • Alpha
  • BlendMode
  • Depth
  • Flip
  • GetBounds
  • Origin
  • Pipeline
  • ScrollFactor
  • Size
  • Texture
  • Tint
  • Transform
  • Visible
  • DynamicLoadObject

Index

Constructors

Properties

Methods

Constructors

constructor

  • new dPhysSprite(scene: Scene, x: number, y: number, texture: string, subsTexture?: string, frame?: string | integer): dPhysSprite
  • Parameters

    • scene: Scene

      scene that this sprite belongs to

    • x: number

      x coordinate

    • y: number

      y coordinate

    • texture: string

      texture to load

    • Optional subsTexture: string

      Texture that can be used as a substitute when the real texture is loading.

    • Optional frame: string | integer

    Returns dPhysSprite

Properties

active

active: boolean

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

alpha

alpha: number

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

alphaBottomLeft

alphaBottomLeft: number

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaBottomRight

alphaBottomRight: number

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaTopLeft

alphaTopLeft: number

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaTopRight

alphaTopRight: number

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

angle

angle: integer

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

anims

anims: Animation

The Animation Controller of this Sprite.

blendMode

blendMode: BlendModes | string

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

body

body: Body | StaticBody

This Game Object's Physics Body.

cameraFilter

cameraFilter: number

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

currentAnim

currentAnim: DSAnimCache

data

data: DataManager

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

debugBodyColor

debugBodyColor: number

The color of the body outline when it renders to the debug display.

debugShowBody

debugShowBody: boolean

Set to true to have this body render its outline to the debug display.

debugShowVelocity

debugShowVelocity: boolean

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

defaultPipeline

defaultPipeline: WebGLPipeline

The initial WebGL pipeline of this Game Object.

depth

depth: number

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

displayHeight

displayHeight: number

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

displayOriginX

displayOriginX: number

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

displayOriginY

displayOriginY: number

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

displayWidth

displayWidth: number

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

flipX

flipX: boolean

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

flipY

flipY: boolean

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

frame

frame: Frame

The Texture Frame this Game Object is using to render with.

frameToLoad

frameToLoad: string | integer

height

height: number

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

ignoreDestroy

ignoreDestroy: boolean

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

input

input: Phaser.Types.Input.InteractiveObject

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

isCropped

isCropped: boolean

A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after setCrop has been called, to turn cropping on or off. Equally, calling setCrop with no arguments will reset the crop and disable it.

Readonly isTinted

isTinted: boolean

Does this Game Object have a tint applied to it or not?

loadComplete

loadComplete: boolean

mask

mask: BitmapMask | GeometryMask

The Mask this Game Object is using during render.

name

name: string

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

originX

originX: number

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

originY

originY: number

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

parentContainer

parentContainer: Container

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

pipeline

pipeline: WebGLPipeline

The current WebGL pipeline of this Game Object.

renderFlags

renderFlags: integer

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

resources

rotation

rotation: number

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

scale

scale: number

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

scaleX

scaleX: number

The horizontal scale of this Game Object.

scaleY

scaleY: number

The vertical scale of this Game Object.

scene

scene: Scene

scrollFactorX

scrollFactorX: number

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

scrollFactorY

scrollFactorY: number

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

state

state: integer | string

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

tabIndex

tabIndex: integer

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

texture

texture: Texture | CanvasTexture

The Texture this Game Object is using to render with.

textureToLoad

textureToLoad: string

tint

tint: integer

The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties tintTopLeft etc to read the current tint value.

tintBottomLeft

tintBottomLeft: integer

The tint value being applied to the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintBottomRight

tintBottomRight: integer

The tint value being applied to the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintFill

tintFill: boolean

Fill or additive?

tintTopLeft

tintTopLeft: integer

The tint value being applied to the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintTopRight

tintTopRight: integer

The tint value being applied to the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

type

type: string

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

visible

visible: boolean

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

w

w: number

The w position of this Game Object.

width

width: number

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

x

x: number

The x position of this Game Object.

y

y: number

The y position of this Game Object.

z

z: number

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use {@link Phaser.GameObjects.Components.Depth#depth} instead.

Static Readonly RENDER_MASK

RENDER_MASK: integer

The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.

Methods

addListener

  • addListener(event: string | symbol, fn: Function, context?: any): this
  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

clearAlpha

  • clearAlpha(): this

clearMask

  • clearMask(destroyMask?: boolean): this

clearTint

  • clearTint(): this

createBitmapMask

  • createBitmapMask(renderable?: GameObject): BitmapMask
  • Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.

    To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

    If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.

    Parameters

    • Optional renderable: GameObject

      A renderable Game Object that uses a texture, such as a Sprite.

    Returns BitmapMask

createGeometryMask

  • createGeometryMask(graphics?: Graphics): GeometryMask
  • Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

    To create the mask you need to pass in a reference to a Graphics Game Object.

    If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

    This means you can call this method to create a Geometry Mask from any Graphics Game Object.

    Parameters

    • Optional graphics: Graphics

      A Graphics Game Object. The geometry within it will be used as the mask.

    Returns GeometryMask

destroy

  • destroy(fromScene?: boolean): void
  • Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

    Also removes itself from the Input Manager and Physics Manager if previously enabled.

    Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

    If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

    Parameters

    • Optional fromScene: boolean

      Is this Game Object being destroyed as the result of a Scene shutdown? Default false.

    Returns void

disableBody

  • disableBody(disableGameObject?: boolean, hideGameObject?: boolean): this
  • Stops and disables this Game Object's Body.

    Parameters

    • Optional disableGameObject: boolean

      Also deactivate this Game Object. Default false.

    • Optional hideGameObject: boolean

      Also hide this Game Object. Default false.

    Returns this

disableInteractive

  • disableInteractive(): this
  • If this Game Object has previously been enabled for input, this will disable it.

    An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

    If want to completely remove interaction from this Game Object then use removeInteractive instead.

    Returns this

emit

  • emit(event: string | symbol, ...args: any[]): boolean
  • Calls each of the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Rest ...args: any[]

      Additional arguments that will be passed to the event handler.

    Returns boolean

enableBody

  • enableBody(reset: boolean, x: number, y: number, enableGameObject: boolean, showGameObject: boolean): this
  • Enables this Game Object's Body.

    Parameters

    • reset: boolean

      Also reset the Body and place it at (x, y).

    • x: number

      The horizontal position to place the Game Object and Body.

    • y: number

      The horizontal position to place the Game Object and Body.

    • enableGameObject: boolean

      Also activate this Game Object.

    • showGameObject: boolean

      Also show this Game Object.

    Returns this

eventNames

  • eventNames(): (string | symbol)[]

fetchChildren

getBottomCenter

  • getBottomCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getBottomLeft

  • getBottomLeft<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getBottomRight

  • getBottomRight<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getBounds

  • getBounds<O>(output?: O): O
  • Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

    Type parameters

    • O: Rectangle

    Parameters

    • Optional output: O

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

    Returns O

getCenter

  • getCenter<O>(output?: O): O
  • Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    Returns O

getData

  • getData(key: string | string[]): any
  • Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

    You can also access values via the values object. For example, if you had a key called gold you can do either:

    sprite.getData('gold');

    Or access the value directly:

    sprite.data.values.gold;

    You can also pass in an array of keys, in which case an array of values will be returned:

    sprite.getData([ 'gold', 'armor', 'health' ]);

    This approach is useful for destructuring arrays in ES6.

    Parameters

    • key: string | string[]

      The key of the value to retrieve, or an array of keys.

    Returns any

getIndexList

  • getIndexList(): integer[]
  • Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

    Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

    Returns integer[]

getLeftCenter

  • getLeftCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the left-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getLocalTransformMatrix

  • getLocalTransformMatrix(tempMatrix?: TransformMatrix): TransformMatrix

getParentRotation

  • getParentRotation(): number

getPipelineName

  • getPipelineName(): string

getPosition

  • getPosition(): Vector2

getRightCenter

  • getRightCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the right-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getTopCenter

  • getTopCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the top-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getTopLeft

  • getTopLeft<O>(output?: O, includeParent?: boolean): O
  • Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getTopRight

  • getTopRight<O>(output?: O, includeParent?: boolean): O
  • Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

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

    • Optional includeParent: boolean

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

    Returns O

getWorldTransformMatrix

  • getWorldTransformMatrix(tempMatrix?: TransformMatrix, parentMatrix?: TransformMatrix): TransformMatrix

incData

  • incData(key: string | object, data?: any): this
  • Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    When the value is first set, a setdata event is emitted from this Game Object.

    Parameters

    • key: string | object

      The key to increase the value for.

    • Optional data: any

      The value to increase for the given key.

    Returns this

initPipeline

  • initPipeline(pipelineName?: string): boolean
  • Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

    Parameters

    • Optional pipelineName: string

      The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline. Default TextureTintPipeline.

    Returns boolean

listenerCount

  • listenerCount(event: string | symbol): number

listeners

  • listeners(event: string | symbol): Function[]

off

  • off(event: string | symbol, fn?: Function, context?: any, once?: boolean): this
  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

on

  • on(event: string | symbol, fn: Function, context?: any): this
  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

onLoadComplete

  • onLoadComplete(key: string, type: string, fileObj: any): void

once

  • once(event: string | symbol, fn: Function, context?: any): this
  • Add a one-time listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

play

  • play(key: string, ignoreIfPlaying?: boolean, startFrame?: number): this

Protected preUpdate

  • preUpdate(time: number, delta: number): void
  • Update this Sprite's animations.

    Parameters

    • time: number

      The current timestamp.

    • delta: number

      The delta time, in ms, elapsed since the last frame.

    Returns void

refreshBody

  • refreshBody(): this
  • Syncs the Body's position and size with its parent Game Object. You don't need to call this for Dynamic Bodies, as it happens automatically. But for Static bodies it's a useful way of modifying the position of a Static Body in the Physics World, based on its Game Object.

    Returns this

removeAllListeners

  • removeAllListeners(event?: string | symbol): this

removeInteractive

  • removeInteractive(): this
  • If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

    The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

    If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

    If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

    If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

    Returns this

removeListener

  • removeListener(event: string | symbol, fn?: Function, context?: any, once?: boolean): this
  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

resetFlip

  • resetFlip(): this

resetPipeline

  • resetPipeline(): boolean

setAcceleration

  • setAcceleration(x: number, y?: number): this
  • Sets the body's horizontal and vertical acceleration. If the vertical acceleration value is not provided, the vertical acceleration is set to the same value as the horizontal acceleration.

    Parameters

    • x: number

      The horizontal acceleration

    • Optional y: number

      The vertical acceleration Default x.

    Returns this

setAccelerationX

  • setAccelerationX(value: number): this

setAccelerationY

  • setAccelerationY(value: number): this

setActive

  • setActive(value: boolean): this
  • Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

    Parameters

    • value: boolean

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

    Returns this

setAlpha

  • setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this
  • Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

    If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

    Parameters

    • Optional topLeft: number

      The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1.

    • Optional topRight: number

      The alpha value used for the top-right of the Game Object. WebGL only.

    • Optional bottomLeft: number

      The alpha value used for the bottom-left of the Game Object. WebGL only.

    • Optional bottomRight: number

      The alpha value used for the bottom-right of the Game Object. WebGL only.

    Returns this

setAngle

  • setAngle(degrees?: number): this

setAngularAcceleration

  • setAngularAcceleration(value: number): this
  • Sets the angular acceleration of the body.

    In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.

    Parameters

    • value: number

      The amount of angular acceleration.

    Returns this

setAngularDrag

  • setAngularDrag(value: number): this

setAngularVelocity

  • setAngularVelocity(value: number): this
  • Sets the angular velocity of the body.

    In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.

    Parameters

    • value: number

      The amount of angular velocity.

    Returns this

setBlendMode

  • setBlendMode(value: string | BlendModes): this
  • Sets the Blend Mode being used by this Game Object.

    This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

    Under WebGL only the following Blend Modes are available:

    • ADD
    • MULTIPLY
    • SCREEN
    • ERASE (only works when rendering to a framebuffer, like a Render Texture)

    Canvas has more available depending on browser support.

    You can also create your own custom Blend Modes in WebGL.

    Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

    Parameters

    • value: string | BlendModes

      The BlendMode value. Either a string or a CONST.

    Returns this

setBodySize

  • setBodySize(width: number, height: number, center?: boolean): this
  • Sets the size of this physics body. Setting the size does not adjust the dimensions of the parent Game Object.

    Parameters

    • width: number

      The new width of the physics body, in pixels.

    • height: number

      The new height of the physics body, in pixels.

    • Optional center: boolean

      Should the body be re-positioned so its center aligns with the parent Game Object? Default true.

    Returns this

setBounce

  • setBounce(x: number, y?: number): this
  • Sets the bounce values of this body.

    Bounce is the amount of restitution, or elasticity, the body has when it collides with another object. A value of 1 means that it will retain its full velocity after the rebound. A value of 0 means it will not rebound at all.

    Parameters

    • x: number

      The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.

    • Optional y: number

      The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. Default x.

    Returns this

setBounceX

  • setBounceX(value: number): this

setBounceY

  • setBounceY(value: number): this

setCircle

  • setCircle(radius: number, offsetX?: number, offsetY?: number): this
  • Sets this physics body to use a circle for collision instead of a rectangle.

    Parameters

    • radius: number

      The radius of the physics body, in pixels.

    • Optional offsetX: number

      The amount to offset the body from the parent Game Object along the x-axis.

    • Optional offsetY: number

      The amount to offset the body from the parent Game Object along the y-axis.

    Returns this

setCollideWorldBounds

  • setCollideWorldBounds(value?: boolean, bounceX?: number, bounceY?: number): this
  • Sets whether this Body collides with the world boundary.

    Optionally also sets the World Bounce values. If the Body.worldBounce is null, it's set to a new Phaser.Math.Vector2 first.

    Parameters

    • Optional value: boolean

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

    • Optional bounceX: number

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

    • Optional bounceY: number

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

    Returns this

setCrop

  • setCrop(x?: number | Rectangle, y?: number, width?: number, height?: number): this
  • Applies a crop to a texture based Game Object, such as a Sprite or Image.

    The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

    Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.

    The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

    Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call setCrop(0, 0, 400, 600).

    It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.

    You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

    Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.

    You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.

    Parameters

    • Optional x: number | Rectangle

      The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.

    • Optional y: number

      The y coordinate to start the crop from.

    • Optional width: number

      The width of the crop rectangle in pixels.

    • Optional height: number

      The height of the crop rectangle in pixels.

    Returns this

setDamping

  • setDamping(value: boolean): this
  • If this Body is using drag for deceleration this function controls how the drag is applied. If set to true drag will use a damping effect rather than a linear approach. If you are creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in the game Asteroids) then you will get a far smoother and more visually correct deceleration by using damping, avoiding the axis-drift that is prone with linear deceleration.

    If you enable this property then you should use far smaller drag values than with linear, as they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately.

    Parameters

    • value: boolean

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

    Returns this

setData

  • setData(key: string | object, data?: any): this
  • Allows you to store a key value pair within this Game Objects Data Manager.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    sprite.setData('name', 'Red Gem Stone');

    You can also pass in an object of key value pairs as the first argument:

    sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

    To get a value back again you can call getData:

    sprite.getData('gold');

    Or you can access the value directly via the values property, where it works like any other variable:

    sprite.data.values.gold += 50;

    When the value is first set, a setdata event is emitted from this Game Object.

    If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

    Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

    Parameters

    • key: string | object

      The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

    • Optional data: any

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

    Returns this

setDataEnabled

  • setDataEnabled(): this

setDebug

  • setDebug(showBody: boolean, showVelocity: boolean, bodyColor: number): this
  • Sets the debug values of this body.

    Bodies will only draw their debug if debug has been enabled for Arcade Physics as a whole. Note that there is a performance cost in drawing debug displays. It should never be used in production.

    Parameters

    • showBody: boolean

      Set to true to have this body render its outline to the debug display.

    • showVelocity: boolean

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

    • bodyColor: number

      The color of the body outline when rendered to the debug display.

    Returns this

setDebugBodyColor

  • setDebugBodyColor(value: number): this

setDepth

  • setDepth(value: integer): this
  • The depth of this Game Object within the Scene.

    The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

    The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

    Setting the depth will queue a depth sort event within the Scene.

    Parameters

    • value: integer

      The depth of this Game Object.

    Returns this

setDisplayOrigin

  • setDisplayOrigin(x?: number, y?: number): this
  • Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

    Parameters

    • Optional x: number

      The horizontal display origin value. Default 0.

    • Optional y: number

      The vertical display origin value. If not defined it will be set to the value of x. Default x.

    Returns this

setDisplaySize

  • setDisplaySize(width: number, height: number): this

setDrag

  • setDrag(x: number, y?: number): this
  • Sets the body's horizontal and vertical drag. If the vertical drag value is not provided, the vertical drag is set to the same value as the horizontal drag.

    Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.

    When useDamping is true, this is 1 minus the damping factor. A value of 1 means the Body loses no velocity. A value of 0.95 means the Body loses 5% of its velocity per step. A value of 0.5 means the Body loses 50% of its velocity per step.

    Drag is applied only when acceleration is zero.

    Parameters

    • x: number

      The amount of horizontal drag to apply.

    • Optional y: number

      The amount of vertical drag to apply. Default x.

    Returns this

setDragX

  • setDragX(value: number): this
  • Sets the body's horizontal drag.

    Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.

    When useDamping is true, this is 1 minus the damping factor. A value of 1 means the Body loses no velocity. A value of 0.95 means the Body loses 5% of its velocity per step. A value of 0.5 means the Body loses 50% of its velocity per step.

    Drag is applied only when acceleration is zero.

    Parameters

    • value: number

      The amount of horizontal drag to apply.

    Returns this

setDragY

  • setDragY(value: number): this
  • Sets the body's vertical drag.

    Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. It is the absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.

    When useDamping is true, this is 1 minus the damping factor. A value of 1 means the Body loses no velocity. A value of 0.95 means the Body loses 5% of its velocity per step. A value of 0.5 means the Body loses 50% of its velocity per step.

    Drag is applied only when acceleration is zero.

    Parameters

    • value: number

      The amount of vertical drag to apply.

    Returns this

setFlip

  • setFlip(x: boolean, y: boolean): this
  • Sets the horizontal and vertical flipped state of this Game Object.

    A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Parameters

    • x: boolean

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

    • y: boolean

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

    Returns this

setFlipX

  • setFlipX(value: boolean): this
  • Sets the horizontal flipped state of this Game Object.

    A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Parameters

    • value: boolean

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

    Returns this

setFlipY

  • setFlipY(value: boolean): this

setFrame

  • setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): this
  • Sets the frame this Game Object will use to render with.

    The Frame has to belong to the current Texture being used.

    It can be either a string or an index.

    Calling setFrame will modify the width and height properties of your Game Object. It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

    Parameters

    • frame: string | integer

      The name or index of the frame within the Texture.

    • Optional updateSize: boolean

      Should this call adjust the size of the Game Object? Default true.

    • Optional updateOrigin: boolean

      Should this call adjust the origin of the Game Object? Default true.

    Returns this

setFriction

  • setFriction(x: number, y?: number): this
  • Sets the friction of this game object's physics body. In Arcade Physics, friction is a special case of motion transfer from an "immovable" body to a riding body.

    Parameters

    • x: number

      The amount of horizontal friction to apply, [0, 1].

    • Optional y: number

      The amount of vertical friction to apply, [0, 1]. Default x.

    Returns this

setFrictionX

  • setFrictionX(x: number): this
  • Sets the horizontal friction of this game object's physics body. This can move a riding body horizontally when it collides with this one on the vertical axis.

    Parameters

    • x: number

      The amount of friction to apply, [0, 1].

    Returns this

setFrictionY

  • setFrictionY(y: number): this
  • Sets the vertical friction of this game object's physics body. This can move a riding body vertically when it collides with this one on the horizontal axis.

    Parameters

    • y: number

      The amount of friction to apply, [0, 1].

    Returns this

setGravity

  • setGravity(x: number, y?: number): this
  • Set the X and Y values of the gravitational pull to act upon this Arcade Physics Game Object. Values can be positive or negative. Larger values result in a stronger effect.

    If only one value is provided, this value will be used for both the X and Y axis.

    Parameters

    • x: number

      The gravitational force to be applied to the X-axis.

    • Optional y: number

      The gravitational force to be applied to the Y-axis. If this is not specified, the X value will be used. Default x.

    Returns this

setGravityX

  • setGravityX(x: number): this
  • Set the gravitational force to be applied to the X axis. Value can be positive or negative. Larger values result in a stronger effect.

    Parameters

    • x: number

      The gravitational force to be applied to the X-axis.

    Returns this

setGravityY

  • setGravityY(y: number): this
  • Set the gravitational force to be applied to the Y axis. Value can be positive or negative. Larger values result in a stronger effect.

    Parameters

    • y: number

      The gravitational force to be applied to the Y-axis.

    Returns this

setImmovable

  • setImmovable(value?: boolean): this
  • Sets Whether this Body can be moved by collisions with another Body.

    Parameters

    • Optional value: boolean

      Sets if this body can be moved by collisions with another Body. Default true.

    Returns this

setInteractive

  • setInteractive(shape?: Phaser.Types.Input.InputConfiguration | any, callback?: Phaser.Types.Input.HitAreaCallback, dropZone?: boolean): this
  • Pass this Game Object to the Input Manager to enable it for Input.

    Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

    If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

    You can also provide an Input Configuration Object as the only argument to this method.

    Parameters

    • Optional shape: Phaser.Types.Input.InputConfiguration | any

      Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

    • Optional callback: Phaser.Types.Input.HitAreaCallback

      A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

    • Optional dropZone: boolean

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

    Returns this

setMask

  • setMask(mask: BitmapMask | GeometryMask): this
  • Sets the mask that this Game Object will use to render with.

    The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

    If a mask is already set on this Game Object it will be immediately replaced.

    Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

    Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

    Parameters

    • mask: BitmapMask | GeometryMask

      The mask this Game Object will use when rendering.

    Returns this

setMass

  • setMass(value: number): this

setMaxVelocity

  • setMaxVelocity(x: number, y?: number): this

setName

  • setName(value: string): this
  • Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

    Parameters

    • value: string

      The name to be given to this Game Object.

    Returns this

setOffset

  • setOffset(x: number, y?: number): this
  • Sets the body offset. This allows you to adjust the difference between the center of the body and the x and y coordinates of the parent Game Object.

    Parameters

    • x: number

      The amount to offset the body from the parent Game Object along the x-axis.

    • Optional y: number

      The amount to offset the body from the parent Game Object along the y-axis. Defaults to the value given for the x-axis. Default x.

    Returns this

setOrigin

  • setOrigin(x?: number, y?: number): this
  • Sets the origin of this Game Object.

    The values are given in the range 0 to 1.

    Parameters

    • Optional x: number

      The horizontal origin value. Default 0.5.

    • Optional y: number

      The vertical origin value. If not defined it will be set to the value of x. Default x.

    Returns this

setOriginFromFrame

  • setOriginFromFrame(): this

setPipeline

  • setPipeline(pipelineName: string): this

setPosition

  • setPosition(x?: number, y?: number, z?: number, w?: number): this
  • Sets the position of this Game Object.

    Parameters

    • Optional x: number

      The x position of this Game Object. Default 0.

    • Optional y: number

      The y position of this Game Object. If not set it will use the x value. Default x.

    • Optional z: number

      The z position of this Game Object. Default 0.

    • Optional w: number

      The w position of this Game Object. Default 0.

    Returns this

setRandomPosition

  • setRandomPosition(x?: number, y?: number, width?: number, height?: number): this
  • Sets the position of this Game Object to be a random position within the confines of the given area.

    If no area is specified a random position between 0 x 0 and the game width x height is used instead.

    The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

    Parameters

    • Optional x: number

      The x position of the top-left of the random area. Default 0.

    • Optional y: number

      The y position of the top-left of the random area. Default 0.

    • Optional width: number

      The width of the random area.

    • Optional height: number

      The height of the random area.

    Returns this

setRotation

  • setRotation(radians?: number): this

setScale

  • setScale(x: number, y?: number): this
  • Sets the scale of this Game Object.

    Parameters

    • x: number

      The horizontal scale of this Game Object.

    • Optional y: number

      The vertical scale of this Game Object. If not set it will use the x value. Default x.

    Returns this

setScrollFactor

  • setScrollFactor(x: number, y?: number): this
  • Sets the scroll factor of this Game Object.

    The scroll factor controls the influence of the movement of a Camera upon this Game Object.

    When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

    A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

    Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

    Parameters

    • x: number

      The horizontal scroll factor of this Game Object.

    • Optional y: number

      The vertical scroll factor of this Game Object. If not set it will use the x value. Default x.

    Returns this

setSize

  • setSize(width: number, height: number): this
  • Sets the internal size of this Game Object, as used for frame or physics body creation.

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

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

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

setSizeToFrame

  • setSizeToFrame(frame: Frame): this
  • Sets the size of this Game Object to be that of the given Frame.

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

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

    Parameters

    • frame: Frame

      The frame to base the size of this Game Object on.

    Returns this

setState

  • setState(value: integer | string): this
  • Sets the current state of this Game Object.

    Phaser itself will never modify the State of a Game Object, although plugins may do so.

    For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

    Parameters

    • value: integer | string

      The state of the Game Object.

    Returns this

setTexture

  • setTexture(key: string, frame?: string | integer): this
  • Sets the texture and frame this Game Object will use to render with.

    Textures are referenced by their string-based keys, as stored in the Texture Manager.

    Parameters

    • key: string

      The key of the texture to be used, as stored in the Texture Manager.

    • Optional frame: string | integer

      The name or index of the frame within the Texture.

    Returns this

setTint

  • setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): this
  • Sets an additive tint on this Game Object.

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

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

    To remove a tint call clearTint.

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

    Parameters

    • Optional topLeft: integer

      The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.

    • Optional topRight: integer

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

    • Optional bottomLeft: integer

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

    • Optional bottomRight: integer

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

    Returns this

setTintFill

  • setTintFill(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): this
  • Sets a fill-based tint on this Game Object.

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

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

    To remove a tint call clearTint.

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

    Parameters

    • Optional topLeft: integer

      The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.

    • Optional topRight: integer

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

    • Optional bottomLeft: integer

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

    • Optional bottomRight: integer

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

    Returns this

setVelocity

  • setVelocity(x: number, y?: number): this
  • Sets the velocity of the Body.

    Parameters

    • x: number

      The horizontal velocity of the body. Positive values move the body to the right, while negative values move it to the left.

    • Optional y: number

      The vertical velocity of the body. Positive values move the body down, while negative values move it up. Default x.

    Returns this

setVelocityX

  • setVelocityX(x: number): this
  • Sets the horizontal component of the body's velocity.

    Positive values move the body to the right, while negative values move it to the left.

    Parameters

    • x: number

      The new horizontal velocity.

    Returns this

setVelocityY

  • setVelocityY(y: number): this
  • Sets the vertical component of the body's velocity.

    Positive values move the body down, while negative values move it up.

    Parameters

    • y: number

      The new vertical velocity of the body.

    Returns this

setVisible

  • setVisible(value: boolean): this

setW

  • setW(value?: number): this

setX

  • setX(value?: number): this

setY

  • setY(value?: number): this

setZ

  • setZ(value?: number): this
  • Sets the z position of this Game Object.

    Note: The z position does not control the rendering order of 2D Game Objects. Use {@link Phaser.GameObjects.Components.Depth#setDepth} instead.

    Parameters

    • Optional value: number

      The z position of this Game Object. Default 0.

    Returns this

shutdown

  • shutdown(): void

toJSON

  • toJSON(): Phaser.Types.GameObjects.JSONGameObject

toggleData

  • toggleData(key: string | object): this
  • Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    When the value is first set, a setdata event is emitted from this Game Object.

    Parameters

    • key: string | object

      The key to toggle the value for.

    Returns this

toggleFlipX

  • toggleFlipX(): this
  • Toggles the horizontal flipped state of this Game Object.

    A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Returns this

toggleFlipY

  • toggleFlipY(): this

update

  • update(...args: any[]): void

updateDisplayOrigin

  • updateDisplayOrigin(): this

willRender

  • willRender(camera: Camera): boolean
  • Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

    Parameters

    • camera: Camera

      The Camera to check against this Game Object.

    Returns boolean

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