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.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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.
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.
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.
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.
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.
The Animation Controller of this Sprite.
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:
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.
This Game Object's Physics Body.
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:
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
.
The color of the body outline when it renders to the debug display.
Set to true
to have this body render its outline to the debug display.
Set to true
to have this body render a velocity marker to the debug display.
The initial WebGL pipeline of this Game Object.
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.
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.
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.
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.
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.
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.
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.
The Texture Frame this Game Object is using to render with.
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.
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.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
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.
Does this Game Object have a tint applied to it or not?
The Mask this Game Object is using during render.
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.
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.
The parent Container of this Game Object, if it has one.
The current WebGL pipeline of this Game Object.
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.
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.
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.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
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.
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.
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.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
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.
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.
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.
Fill or additive?
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.
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.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
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.
The x position of this Game Object.
The y position of this Game Object.
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.
The bitmask that GameObject.renderFlags
is compared against to determine if the Game Object will render or not.
Add a listener for a given event.
The event name.
The listener function.
The context to invoke the listener with. Default this.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Clears the mask that this Game Object was using.
Destroy the mask before clearing it? Default false.
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.
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.
A renderable Game Object that uses a texture, such as a Sprite.
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.
A Graphics Game Object. The geometry within it will be used as the mask.
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.
Is this Game Object being destroyed as the result of a Scene shutdown? Default false.
Stops and disables this Game Object's Body.
Also deactivate this Game Object. Default false.
Also hide this Game Object. Default false.
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.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Enables this Game Object's Body.
Also reset the Body and place it at (x, y).
The horizontal position to place the Game Object and Body.
The horizontal position to place the Game Object and Body.
Also activate this Game Object.
Also show this Game Object.
Return an array listing the events for which the emitter has registered listeners.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.
An object to store the values in. If not provided a new Rectangle will be created.
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
An object to store the values in. If not provided a new Vector2 will be created.
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.
The key of the value to retrieve, or an array of keys.
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.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the local transform matrix for this Game Object.
The matrix to populate with the values from this Game Object.
Gets the sum total rotation of all of this Game Objects parent Containers.
The returned value is in radians and will be zero if this Game Object has no parent container.
Gets the name of the WebGL Pipeline this Game Object is currently using.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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
An object to store the values in. If not provided a new Vector2 will be created.
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
The matrix to populate with the values from this Game Object.
A temporary matrix to hold parent values during the calculations.
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.
The key to increase the value for.
The value to increase for the given key.
Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.
The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline. Default TextureTintPipeline.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Only remove the listeners that match this function.
Only remove the listeners that have this context.
Only remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
The context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
The context to invoke the listener with. Default this.
Update this Sprite's animations.
The current timestamp.
The delta time, in ms, elapsed since the last frame.
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.
Remove all listeners, or those of the specified event.
The event name.
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.)
Remove the listeners of a given event.
The event name.
Only remove the listeners that match this function.
Only remove the listeners that have this context.
Only remove one-time listeners.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
Resets the WebGL Pipeline of this Game Object back to the default it was created with.
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.
The horizontal acceleration
The vertical acceleration Default x.
Sets the body's horizontal acceleration.
The horizontal acceleration
Sets the body's vertical acceleration.
The vertical acceleration
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.
True if this Game Object should be set as active, false if not.
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.
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.
The alpha value used for the top-right of the Game Object. WebGL only.
The alpha value used for the bottom-left of the Game Object. WebGL only.
The alpha value used for the bottom-right of the Game Object. WebGL only.
Sets the angle of this Game Object.
The rotation of this Game Object, in degrees. Default 0.
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.
The amount of angular acceleration.
Sets the angular drag of the body. Drag is applied to the current velocity, providing a form of deceleration.
The amount of drag.
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.
The amount of angular velocity.
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:
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.
The BlendMode value. Either a string or a CONST.
Sets the size of this physics body. Setting the size does not adjust the dimensions of the parent Game Object.
The new width of the physics body, in pixels.
The new height of the physics body, in pixels.
Should the body be re-positioned so its center aligns with the parent Game Object? Default true.
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.
The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. Default x.
Sets the horizontal bounce value for this body.
The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
Sets the vertical bounce value for this body.
The amount of vertical bounce to apply on collision. A float, typically between 0 and 1.
Sets this physics body to use a circle for collision instead of a rectangle.
The radius of the physics body, in pixels.
The amount to offset the body from the parent Game Object along the x-axis.
The amount to offset the body from the parent Game Object along the y-axis.
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.
true
if this body should collide with the world bounds, otherwise false
. Default true.
If given this will be replace the worldBounce.x
value.
If given this will be replace the worldBounce.y
value.
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.
The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
The y coordinate to start the crop from.
The width of the crop rectangle in pixels.
The height of the crop rectangle in pixels.
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.
true
to use damping for deceleration, or false
to use linear deceleration.
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.
The key to set the value for. Or an object of key value pairs. If an object the data
argument is ignored.
The value to set for the given key. If an object is provided as the key this argument is ignored.
Adds a Data Manager component to this Game Object.
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.
Set to true
to have this body render its outline to the debug display.
Set to true
to have this body render a velocity marker to the debug display.
The color of the body outline when rendered to the debug display.
Sets the color of the body outline when it renders to the debug display.
The color of the body outline when rendered to the debug display.
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.
The depth of this Game Object.
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.
The horizontal display origin value. Default 0.
The vertical display origin value. If not defined it will be set to the value of x
. Default x.
Sets the display size of this Game Object.
Calling this will adjust the scale.
The width of this Game Object.
The height of this Game Object.
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.
The amount of horizontal drag to apply.
The amount of vertical drag to apply. Default x.
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.
The amount of horizontal drag to apply.
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.
The amount of vertical drag to apply.
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.
The horizontal flipped state. false
for no flip, or true
to be flipped.
The horizontal flipped state. false
for no flip, or true
to be flipped.
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.
The flipped state. false
for no flip, or true
to be flipped.
Sets the vertical flipped state of this Game Object.
The flipped state. false
for no flip, or true
to be flipped.
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.
The name or index of the frame within the Texture.
Should this call adjust the size of the Game Object? Default true.
Should this call adjust the origin of the Game Object? Default true.
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.
The amount of horizontal friction to apply, [0, 1].
The amount of vertical friction to apply, [0, 1]. Default x.
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.
The amount of friction to apply, [0, 1].
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.
The amount of friction to apply, [0, 1].
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.
The gravitational force to be applied to the X-axis.
The gravitational force to be applied to the Y-axis. If this is not specified, the X value will be used. Default x.
Set the gravitational force to be applied to the X axis. Value can be positive or negative. Larger values result in a stronger effect.
The gravitational force to be applied to the X-axis.
Set the gravitational force to be applied to the Y axis. Value can be positive or negative. Larger values result in a stronger effect.
The gravitational force to be applied to the Y-axis.
Sets Whether this Body can be moved by collisions with another Body.
Sets if this body can be moved by collisions with another Body. Default true.
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.
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.
A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
Should this Game Object be treated as a drop zone target? Default false.
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.
The mask this Game Object will use when rendering.
Sets the mass of the physics body
New value for the mass of the body.
Sets the maximum velocity of the body.
The new maximum horizontal velocity.
The new maximum vertical velocity. Default x.
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.
The name to be given to this Game Object.
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.
The amount to offset the body from the parent Game Object along the x-axis.
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.
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
The horizontal origin value. Default 0.5.
The vertical origin value. If not defined it will be set to the value of x
. Default x.
Sets the origin of this Game Object based on the Pivot values in its Frame.
Sets the active WebGL Pipeline of this Game Object.
The name of the pipeline to set on this Game Object.
Sets the position of this Game Object.
The x position of this Game Object. Default 0.
The y position of this Game Object. If not set it will use the x
value. Default x.
The z position of this Game Object. Default 0.
The w position of this Game Object. Default 0.
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.
The x position of the top-left of the random area. Default 0.
The y position of the top-left of the random area. Default 0.
The width of the random area.
The height of the random area.
Sets the rotation of this Game Object.
The rotation of this Game Object, in radians. Default 0.
Sets the scale of this Game Object.
The horizontal scale of this Game Object.
The vertical scale of this Game Object. If not set it will use the x
value. Default x.
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.
The horizontal scroll factor of this Game Object.
The vertical scroll factor of this Game Object. If not set it will use the x
value. Default x.
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.
The width of this Game Object.
The height of this Game Object.
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.
The frame to base the size of this Game Object on.
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.
The state of the Game Object.
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.
The key of the texture to be used, as stored in the Texture Manager.
The name or index of the frame within the Texture.
Sets an additive tint on this Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the properties tintTopLeft
, tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.
To remove a tint call clearTint
.
To swap this from being an additive tint to a fill based tint set the property tintFill
to true
.
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.
The tint being applied to the top-right of the Game Object.
The tint being applied to the bottom-left of the Game Object.
The tint being applied to the bottom-right of the Game Object.
Sets a fill-based tint on this Game Object.
Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint
property to set all colors at once. Or, use the properties tintTopLeft
, tintTopRight,
tintBottomLeftand
tintBottomRight` to set the corner color values independently.
To remove a tint call clearTint
.
To swap this from being a fill-tint to an additive tint set the property tintFill
to false
.
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.
The tint being applied to the top-right of the Game Object.
The tint being applied to the bottom-left of the Game Object.
The tint being applied to the bottom-right of the Game Object.
Sets the velocity of the Body.
The horizontal velocity of the body. Positive values move the body to the right, while negative values move it to the left.
The vertical velocity of the body. Positive values move the body down, while negative values move it up. Default x.
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.
The new horizontal velocity.
Sets the vertical component of the body's velocity.
Positive values move the body down, while negative values move it up.
The new vertical velocity of the body.
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The visible state of the Game Object.
Sets the w position of this Game Object.
The w position of this Game Object. Default 0.
Sets the x position of this Game Object.
The x position of this Game Object. Default 0.
Sets the y position of this Game Object.
The y position of this Game Object. Default 0.
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.
The z position of this Game Object. Default 0.
Removes all listeners.
Build a JSON representation of this Sprite.
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.
The key to toggle the value for.
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.
Toggles the vertical flipped state of this Game Object.
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
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.
The Camera to check against this Game Object.
Generated using TypeDoc
Dummy spell instance which is not represented as a Projectile (e.g. sword slash, melee attacks etc.)