Controls the alignment of each line of text in this BitmapText object.
Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns. Has no effect with single-lines of text.
See the methods setLeftAlign
, setCenterAlign
and setRightAlign
.
0 = Left aligned (default) 1 = Middle aligned 2 = Right aligned
The alignment position is based on the longest line of text.
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.
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.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a 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 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 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 key of the Bitmap Font used by this Bitmap Text.
To change the font after creation please use setFont
.
The data of the Bitmap Font used by this Bitmap Text.
The font size of this Bitmap Text.
You can also use the method setFontSize
if you want a chainable way to change the font size.
The Texture Frame this Game Object is using to render with.
The height of this bitmap text.
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()
.
Does this Game Object have a tint applied to it or not?
Adds / Removes spacing between characters.
Can be a negative or positive number.
You can also use the method setLetterSpacing
if you want a chainable way to change the letter spacing.
The Mask this Game Object is using during render.
The maximum display width of this BitmapText in pixels.
If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped based on the last whitespace character found in the line.
If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
Disable maxWidth by setting the value to 0.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
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 Scene to which this Game Object belongs. Game Objects can only belong to one Scene.
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 text that this Bitmap Text object displays.
You can also use the method setText
if you want a chainable way to change the text content.
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 width of this Bitmap Text.
The character code used to detect for word wrapping. Defaults to 32 (a space character).
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.
Center align the text characters in a multi-line BitmapText object.
Left align the text characters in a multi-line BitmapText object.
Right align the text characters in a multi-line BitmapText object.
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.
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.
Return an array listing the events for which the emitter has registered listeners.
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 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.
Calculate the bounds of this Bitmap Text.
An object is returned that contains the position, width and height of the Bitmap Text in local and global contexts.
Local size is based on just the font size and a [0, 0] position.
Global size takes into account the Game Object's scale, world position and display origin.
Also in the object is data regarding the length of each line, should this be a multi-line BitmapText.
Whether to round the results to the nearest integer.
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.
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 WebGL Pipeline of this Game Object back to the default it was created with.
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 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.
Set the lines of text in this BitmapText to be center-aligned. This only has any effect if this BitmapText contains more than one line of text.
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.
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.
Changes the font this BitmapText is using to render.
The new texture is loaded and applied to the BitmapText. The existing test, size and alignment are preserved, unless overridden via the arguments.
The key of the font to use from the Bitmap Font cache.
The font size of this Bitmap Text. If not specified the current size will be used.
The alignment of the text in a multi-line BitmapText object. If not specified the current alignment will be used. Default 0.
Set the font size of this Bitmap Text.
The font size to set.
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.
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.
Set the lines of text in this BitmapText to be left-aligned. This only has any effect if this BitmapText contains more than one line of text.
Sets the letter spacing between each character of this Bitmap Text. Can be a positive value to increase the space, or negative to reduce it. Spacing is applied after the kerning values have been set.
The amount of horizontal space to add between each character. Default 0.
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 maximum display width of this BitmapText in pixels.
If BitmapText.text
is longer than maxWidth
then the lines will be automatically wrapped
based on the previous whitespace character found in the line.
If no whitespace was found then no wrapping will take place and consequently the maxWidth
value will not be honored.
Disable maxWidth by setting the value to 0.
You can set the whitespace character to be searched for by setting the wordWrapCharCode
parameter or property.
The maximum display width of this BitmapText in pixels. Set to zero to disable.
The character code to check for when word wrapping. Defaults to 32 (the space character).
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 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.
Set the lines of text in this BitmapText to be right-aligned. This only has any effect if this BitmapText contains more than one line of text.
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 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.
Set the textual content of this BitmapText.
An array of strings will be converted into multi-line text. Use the align methods to change multi-line alignment.
The string, or array of strings, to be set as the content of this BitmapText.
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, or a Texture instance.
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 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 Bitmap Text.
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.
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.
Parse an XML Bitmap Font from an Atlas.
Adds the parsed Bitmap Font data to the cache with the fontName
key.
The Scene to parse the Bitmap Font for.
The key of the font to add to the Bitmap Font cache.
The key of the BitmapFont's texture.
The key of the BitmapFont texture's frame.
The key of the XML data of the font to parse.
The x-axis spacing to add between each letter.
The y-axis spacing to add to the line height.
Parse an XML font to Bitmap Font data for the Bitmap Font cache.
The XML Document to parse the font from.
The x-axis spacing to add between each letter. Default 0.
The y-axis spacing to add to the line height. Default 0.
The texture frame to take into account while parsing.
Generated using TypeDoc
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.