The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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 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.
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.
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.
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.
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.
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
.
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()
.
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
.
The number of Game Objects inside this Container.
An array holding the children of this Container.
Internal Transform Matrix used for local space conversion.
The Mask this Game Object is using during render.
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.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
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
.
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.
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.
The parent Container of this Game Object, if it has one.
The cursor position.
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
.
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 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.
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.
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.
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.
Adds the given Game Object, or array of Game Objects, to this Container.
Each Game Object must be unique within the Container.
The Game Object, or array of Game Objects, to add to the Container.
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.
The Game Object, or array of Game Objects, to add to the Container.
The position to insert the Game Object/s at. Default 0.
Add a listener for a given event.
The event name.
The listener function.
The context to invoke the listener with. Default 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.
The Game Object to bring to the top of the Container.
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.
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.
The property to check.
The value to check.
An optional start index to search from. Default 0.
An optional end index to search up to (but not included) Default Container.length.
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.
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.
The function to call.
Value to use as this
when executing callback.
Additional arguments that will be passed to the callback, after the child.
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.
Returns true
if the given Game Object is a direct child of this Container.
This check does not scan nested Containers.
The Game Object to check for within this Container.
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.
The property to test on each Game Object in the Container.
If property is set then the property
must strictly equal this value to be included in the results.
An optional start index to search from. Default 0.
An optional end index to search up to (but not included) Default Container.length.
Returns the Game Object at the given position in this Container.
The position to get the Game Object from.
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.
A Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created.
Returns the world transform matrix as used for Bounds checks.
The returned matrix is temporal and shouldn't be stored.
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.
The name to search for.
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.
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.
The property to test on each Game Object in the Container.
The value to test the property against. Must pass a strict (===
) comparison check.
An optional start index to search from. Default 0.
An optional end index to search up to (but not included) Default Container.length.
Returns the index of the given Game Object in this Container.
The Game Object to search for in this Container.
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.
Returns a random Game Object from this Container.
An optional start index. Default 0.
An optional length, the total number of elements (from the startIndex) to choose from.
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.
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.
The function to call.
Value to use as this
when executing callback.
Additional arguments that will be passed to the callback, after the child.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Moves the given Game Object down one place in this Container, unless it's already at the bottom.
The Game Object to be moved in the Container.
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.
The Game Object to move.
The new position of the Game Object in this Container.
Moves the given Game Object up one place in this Container, unless it's already at the top.
The Game Object to be moved in the Container.
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.
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.
The Source Point to be transformed.
A destination object to store the transformed point in. If none given a Vector2 will be created and returned.
Internal destroy handler, called as part of the destroy process.
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.
The Game Object, or array of Game Objects, to be removed from the Container.
Optionally call destroy
on each child successfully removed from this Container. Default false.
Removes all Game Objects from this Container.
You can also optionally call destroy
on each Game Object that is removed from the Container.
Optionally call destroy
on each Game Object successfully removed from this Container. Default false.
Remove all listeners, or those of the specified event.
The event name.
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.
The index of the Game Object to be removed.
Optionally call destroy
on the Game Object if successfully removed from this Container. Default false.
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.
An optional start index to search from. Default 0.
An optional end index to search up to (but not included) Default Container.length.
Optionally call destroy
on each Game Object successfully removed from this Container. Default false.
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.
Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.
The Game Object in this Container that will be replaced.
The Game Object to be added to this Container.
Optionally call destroy
on the Game Object if successfully removed from this Container. Default false.
Reverses the order of all Game Objects in this Container.
Sends the given Game Object to the bottom of this Container. This will cause it to render below any other objects in the Container.
The Game Object to send to the bottom of the Container.
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.
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.
The property that must exist on the Game Object.
The value to get the property to.
An optional start index to search from. Default 0.
An optional end index to search up to (but not included) Default Container.length.
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.
The alpha value applied across the whole Game Object. Default 1.
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.
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 size of this Game Object.
Calling this will adjust the scale.
The width of this Game Object.
The height of this Game Object.
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.
The exclusive state of this Container. 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 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 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 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.
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.
Apply this scrollFactor to all Container children as well? Default false.
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 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 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.
Shuffles the all Game Objects in this Container using the Fisher-Yates implementation.
Removes all listeners.
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.
The property to lexically sort by.
Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.
Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.
The first Game Object to swap.
The second Game Object to swap.
Returns a JSON representation of the Game Object.
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.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
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
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.