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Class BuffIcon

Hierarchy

  • Container
    • BuffIcon

Implements

  • AlphaSingle
  • BlendMode
  • ComputedSize
  • Depth
  • Mask
  • Transform
  • Visible

Index

Constructors

constructor

  • new BuffIcon(scene: Scene, x: number, y: number, buff: Buff, subsTexture?: string, frame?: string | integer): BuffIcon
  • Parameters

    • scene: Scene
    • x: number
    • y: number
    • buff: Buff
    • Optional subsTexture: string
    • Optional frame: string | integer

    Returns BuffIcon

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.

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.

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 | MatterJS.BodyType

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

buff

buff: Buff

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:

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.

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.

Readonly displayOriginX

displayOriginX: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Readonly displayOriginY

displayOriginY: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

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.

exclusive

exclusive: boolean

Does this Container exclusively manage its children?

The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

Readonly first

first: GameObject

Returns the first Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

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().

isOver

isOver: boolean

Readonly last

last: GameObject

Returns the last Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

len

len: number

Readonly length

length: integer

The number of Game Objects inside this Container.

list

list: GameObject[]

An array holding the children of this Container.

localTransform

localTransform: TransformMatrix

Internal Transform Matrix used for local space conversion.

mask

mask: BitmapMask | GeometryMask

The Mask this Game Object is using during render.

maxSize

maxSize: integer

Containers can have an optional maximum size. If set to anything above 0 it will constrict the addition of new Game Objects into the Container, capping off the maximum limit the Container can grow in size to.

name

name: string

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

Readonly next

next: GameObject

Returns the next Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

Readonly originX

originX: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

Readonly originY

originY: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

parentContainer

parentContainer: Container

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

position

position: integer

The cursor position.

Readonly previous

previous: GameObject

Returns the previous Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

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.

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.

Protected scene

scene: Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

scrollFactorX

scrollFactorX: number

The horizontal scroll factor of this Container.

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

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

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

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 Container.

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 Container.

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

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

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

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 Container.

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.

stacks

stacks: BitmapText

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.

timeRemain

timeRemain: Rectangle

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

add

  • add(child: GameObject | GameObject[]): this
  • Adds the given Game Object, or array of Game Objects, to this Container.

    Each Game Object must be unique within the Container.

    Parameters

    • child: GameObject | GameObject[]

      The Game Object, or array of Game Objects, to add to the Container.

    Returns this

addAt

  • addAt(child: GameObject | GameObject[], index?: integer): this
  • Adds the given Game Object, or array of Game Objects, to this Container at the specified position.

    Existing Game Objects in the Container are shifted up.

    Each Game Object must be unique within the Container.

    Parameters

    • child: GameObject | GameObject[]

      The Game Object, or array of Game Objects, to add to the Container.

    • Optional index: integer

      The position to insert the Game Object/s at. Default 0.

    Returns this

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

bringToTop

  • bringToTop(child: GameObject): this
  • Brings the given Game Object to the top of this Container. This will cause it to render on-top of any other objects in the Container.

    Parameters

    • child: GameObject

      The Game Object to bring to the top of the Container.

    Returns this

clearAlpha

  • clearAlpha(): this

clearMask

  • clearMask(destroyMask?: boolean): this

count

  • count(property: string, value: any, startIndex?: integer, endIndex?: integer): integer
  • Returns the total number of Game Objects in this Container that have a property matching the given value.

    For example: count('visible', true) would count all the elements that have their visible property set.

    You can optionally limit the operation to the startIndex - endIndex range.

    Parameters

    • property: string

      The property to check.

    • value: any

      The value to check.

    • Optional startIndex: integer

      An optional start index to search from. Default 0.

    • Optional endIndex: integer

      An optional end index to search up to (but not included) Default Container.length.

    Returns integer

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

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

each

  • each(callback: Function, context?: object, ...args: any[]): this
  • Passes all Game Objects in this Container to the given callback.

    A copy of the Container is made before passing each entry to your callback. This protects against the callback itself modifying the Container.

    If you know for sure that the callback will not change the size of this Container then you can use the more performant Container.iterate method instead.

    Parameters

    • callback: Function

      The function to call.

    • Optional context: object

      Value to use as this when executing callback.

    • Rest ...args: any[]

      Additional arguments that will be passed to the callback, after the child.

    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

eventNames

  • eventNames(): (string | symbol)[]

exists

  • exists(child: GameObject): boolean
  • Returns true if the given Game Object is a direct child of this Container.

    This check does not scan nested Containers.

    Parameters

    • child: GameObject

      The Game Object to check for within this Container.

    Returns boolean

getAll

  • getAll(property?: string, value?: any, startIndex?: integer, endIndex?: integer): GameObject[]
  • Returns all Game Objects in this Container.

    You can optionally specify a matching criteria using the property and value arguments.

    For example: getAll('body') would return only Game Objects that have a body property.

    You can also specify a value to compare the property to:

    getAll('visible', true) would return only Game Objects that have their visible property set to true.

    Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

    Parameters

    • Optional property: string

      The property to test on each Game Object in the Container.

    • Optional value: any

      If property is set then the property must strictly equal this value to be included in the results.

    • Optional startIndex: integer

      An optional start index to search from. Default 0.

    • Optional endIndex: integer

      An optional end index to search up to (but not included) Default Container.length.

    Returns GameObject[]

getAt

  • getAt(index: integer): GameObject

getBounds

  • getBounds(output?: Rectangle): Rectangle
  • Gets the bounds of this Container. It works by iterating all children of the Container, getting their respective bounds, and then working out a min-max rectangle from that. It does not factor in if the children render or not, all are included.

    Some children are unable to return their bounds, such as Graphics objects, in which case they are skipped.

    Depending on the quantity of children in this Container it could be a really expensive call, so cache it and only poll it as needed.

    The values are stored and returned in a Rectangle object.

    Parameters

    • Optional output: Rectangle

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

    Returns Rectangle

getBoundsTransformMatrix

  • getBoundsTransformMatrix(): TransformMatrix

getByName

  • getByName(name: string): GameObject
  • Searches for the first instance of a child with its name property matching the given argument. Should more than one child have the same name only the first is returned.

    Parameters

    • name: string

      The name to search for.

    Returns GameObject

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

getFirst

  • getFirst(property: string, value: any, startIndex?: integer, endIndex?: integer): GameObject
  • Gets the first Game Object in this Container.

    You can also specify a property and value to search for, in which case it will return the first Game Object in this Container with a matching property and / or value.

    For example: getFirst('visible', true) would return the first Game Object that had its visible property set.

    You can limit the search to the startIndex - endIndex range.

    Parameters

    • property: string

      The property to test on each Game Object in the Container.

    • value: any

      The value to test the property against. Must pass a strict (===) comparison check.

    • Optional startIndex: integer

      An optional start index to search from. Default 0.

    • Optional endIndex: integer

      An optional end index to search up to (but not included) Default Container.length.

    Returns GameObject

getIndex

  • getIndex(child: GameObject): integer

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[]

getLocalTransformMatrix

  • getLocalTransformMatrix(tempMatrix?: TransformMatrix): TransformMatrix

getParentRotation

  • getParentRotation(): number

getRandom

  • getRandom(startIndex?: integer, length?: integer): GameObject
  • Returns a random Game Object from this Container.

    Parameters

    • Optional startIndex: integer

      An optional start index. Default 0.

    • Optional length: integer

      An optional length, the total number of elements (from the startIndex) to choose from.

    Returns GameObject

getWorldTransformMatrix

  • getWorldTransformMatrix(tempMatrix?: TransformMatrix, parentMatrix?: TransformMatrix): TransformMatrix
  • Gets the world transform matrix for this Game Object, factoring in any parent Containers.

    Parameters

    • Optional tempMatrix: TransformMatrix

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

    • Optional parentMatrix: TransformMatrix

      A temporary matrix to hold parent values during the calculations.

    Returns 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

iterate

  • iterate(callback: Function, context?: object, ...args: any[]): this
  • Passes all Game Objects in this Container to the given callback.

    Only use this method when you absolutely know that the Container will not be modified during the iteration, i.e. by removing or adding to its contents.

    Parameters

    • callback: Function

      The function to call.

    • Optional context: object

      Value to use as this when executing callback.

    • Rest ...args: any[]

      Additional arguments that will be passed to the callback, after the child.

    Returns this

listenerCount

  • listenerCount(event: string | symbol): number

listeners

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

moveDown

  • moveDown(child: GameObject): this
  • Moves the given Game Object down one place in this Container, unless it's already at the bottom.

    Parameters

    • child: GameObject

      The Game Object to be moved in the Container.

    Returns this

moveTo

  • moveTo(child: GameObject, index: integer): this
  • Moves a Game Object to a new position within this Container.

    The Game Object must already be a child of this Container.

    The Game Object is removed from its old position and inserted into the new one. Therefore the Container size does not change. Other children will change position accordingly.

    Parameters

    • child: GameObject

      The Game Object to move.

    • index: integer

      The new position of the Game Object in this Container.

    Returns this

moveUp

  • moveUp(child: GameObject): this
  • Moves the given Game Object up one place in this Container, unless it's already at the top.

    Parameters

    • child: GameObject

      The Game Object to be moved in the Container.

    Returns this

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

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

pointToContainer

  • pointToContainer(source: object | Point | Vector2, output?: object | Point | Vector2): object | Point | Vector2
  • Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties, and transforms it into the space of this Container, then returns it in the output object.

    Parameters

    • source: object | Point | Vector2

      The Source Point to be transformed.

    • Optional output: object | Point | Vector2

      A destination object to store the transformed point in. If none given a Vector2 will be created and returned.

    Returns object | Point | Vector2

Protected preDestroy

  • preDestroy(): void

remove

  • remove(child: GameObject | GameObject[], destroyChild?: boolean): this
  • Removes the given Game Object, or array of Game Objects, from this Container.

    The Game Objects must already be children of this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Parameters

    • child: GameObject | GameObject[]

      The Game Object, or array of Game Objects, to be removed from the Container.

    • Optional destroyChild: boolean

      Optionally call destroy on each child successfully removed from this Container. Default false.

    Returns this

removeAll

  • removeAll(destroyChild?: boolean): this
  • Removes all Game Objects from this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Parameters

    • Optional destroyChild: boolean

      Optionally call destroy on each Game Object successfully removed from this Container. Default false.

    Returns this

removeAllListeners

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

removeAt

  • removeAt(index: integer, destroyChild?: boolean): this
  • Removes the Game Object at the given position in this Container.

    You can also optionally call destroy on the Game Object, if one is found.

    Parameters

    • index: integer

      The index of the Game Object to be removed.

    • Optional destroyChild: boolean

      Optionally call destroy on the Game Object if successfully removed from this Container. Default false.

    Returns this

removeBetween

  • removeBetween(startIndex?: integer, endIndex?: integer, destroyChild?: boolean): this
  • Removes the Game Objects between the given positions in this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Parameters

    • Optional startIndex: integer

      An optional start index to search from. Default 0.

    • Optional endIndex: integer

      An optional end index to search up to (but not included) Default Container.length.

    • Optional destroyChild: boolean

      Optionally call destroy on each Game Object successfully removed from this Container. Default false.

    Returns 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

replace

  • replace(oldChild: GameObject, newChild: GameObject, destroyChild?: boolean): this
  • Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.

    Parameters

    • oldChild: GameObject

      The Game Object in this Container that will be replaced.

    • newChild: GameObject

      The Game Object to be added to this Container.

    • Optional destroyChild: boolean

      Optionally call destroy on the Game Object if successfully removed from this Container. Default false.

    Returns this

reverse

  • reverse(): this

sendToBack

  • sendToBack(child: GameObject): this
  • Sends the given Game Object to the bottom of this Container. This will cause it to render below any other objects in the Container.

    Parameters

    • child: GameObject

      The Game Object to send to the bottom of the Container.

    Returns 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

setAll

  • setAll(property: string, value: any, startIndex?: integer, endIndex?: integer): this
  • Sets the property to the given value on all Game Objects in this Container.

    Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

    Parameters

    • property: string

      The property that must exist on the Game Object.

    • value: any

      The value to get the property to.

    • Optional startIndex: integer

      An optional start index to search from. Default 0.

    • Optional endIndex: integer

      An optional end index to search up to (but not included) Default Container.length.

    Returns this

setAlpha

  • setAlpha(value?: 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.

    Parameters

    • Optional value: number

      The alpha value applied across the whole Game Object. Default 1.

    Returns this

setAngle

  • setAngle(degrees?: number): 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

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

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

setDisplaySize

  • setDisplaySize(width: number, height: number): this
  • Sets the display size of this Game Object.

    Calling this will adjust the scale.

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

setExclusive

  • setExclusive(value?: boolean): this
  • Does this Container exclusively manage its children?

    The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

    If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

    Parameters

    • Optional value: boolean

      The exclusive state of this Container. 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

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

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, updateChildren?: boolean): this
  • Sets the scroll factor of this Container and optionally all of its children.

    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.

    • Optional updateChildren: boolean

      Apply this scrollFactor to all Container children as well? Default false.

    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

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

setVisible

  • setVisible(value: boolean): this
  • Sets the visibility of this Game Object.

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

    Parameters

    • value: boolean

      The visible state of the Game Object.

    Returns 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

shuffle

  • shuffle(): this

shutdown

  • shutdown(): void

sort

  • sort(property: string, handler?: Function): this
  • Sort the contents of this Container so the items are in order based on the given property. For example: sort('alpha') would sort the elements based on the value of their alpha property.

    Parameters

    • property: string

      The property to lexically sort by.

    • Optional handler: Function

      Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.

    Returns this

swap

  • swap(child1: GameObject, child2: GameObject): this
  • Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.

    Parameters

    • child1: GameObject

      The first Game Object to swap.

    • child2: GameObject

      The second Game Object to swap.

    Returns this

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

update

  • update(): void

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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