The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
Optionalx: numberThe horizontal position of this DOM Element in the world. Default 0.
Optionaly: numberThe vertical position of this DOM Element in the world. Default 0.
Optionalelement: string | ElementAn existing DOM element, or a string. If a string starting with a # it will do a getElementById look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.
Optionalstyle: anyIf a string, will be set directly as the elements style property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.
OptionalinnerText: stringIf given, will be set directly as the elements innerText property value, replacing whatever was there before.
The active state of this Game Object.
A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
The 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 reference to the HTML Cache.
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. Ensure this value is only ever set to a number data-type.
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.
ReadonlydisplayThe computed display height of this Game Object, based on the getBoundingClientRect DOM call.
The property height holds the un-scaled height of this DOM Element.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
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.
ReadonlydisplayThe computed display width of this Game Object, based on the getBoundingClientRect DOM call.
The property width holds the un-scaled width of this DOM Element.
The Camera used for filters. You can use this to alter the perspective of filters. It is not necessary to use this camera for ordinary rendering.
This is only available if you use the enableFilters method.
ReadonlyfiltersGet the filters lists.
This is an object with internal and external properties.
Each list is a {@see Phaser.GameObjects.Components.FilterList} object.
This is only available if you use the enableFilters method.
Whether filterCamera should update every frame
to focus on the Game Object.
Disable this if you want to manually control the camera.
Whether the filters should focus on the context, rather than attempt to focus on the Game Object. This is enabled automatically when enabling filters on objects which don't have well-defined bounds.
This effectively sets the internal filters to render the same way as the external filters.
This is only used if filtersAutoFocus is enabled.
The "context" is the framebuffer to which the Game Object is rendered. This is usually the main framebuffer, but might be another framebuffer. It can even be several different framebuffers if the Game Object is rendered multiple times.
Whether the Filters component should always draw to a framebuffer, even if there are no active filters.
ReadonlyhasA property indicating that a Game Object has this component.
ReadonlyheightThe native (un-scaled) height of this Game Object.
For a DOM Element this property is read-only.
The property displayHeight holds the computed bounds of this DOM Element, factoring in scaling.
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().
The maximum size of the base filter texture. Filters may use a larger texture after the base texture is rendered. The maximum texture size is 4096 in WebGL. You may set this lower to save memory or prevent resizing.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
The actual DOM Element that this Game Object is bound to. For example, if you've created a <div>
then this property is a direct reference to that element within the dom.
ReadonlyoriginThe 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.
Set this value with setOrigin().
ReadonlyoriginThe 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.
Set this value with setOrigin().
A reference to the parent DOM Container that the Game instance created when it started.
The parent Container of this Game Object, if it has one.
The perspective CSS property value of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.
For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
Changing this value changes it globally for all DOM Elements, as they all share the same parent container.
Sets the CSS pointerEvents attribute on the DOM Element during rendering.
This is 'auto' by default. Changing it may have unintended side-effects with internal Phaser input handling, such as dragging, so only change this if you understand the implications.
Whether any filters should be rendered on this Game Object.
This is true by default, even if there are no filters yet.
Disable this to skip filter rendering.
Use willRenderFilters() to see if there are any active filters.
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.
A Vector4 that contains the 3D rotation of this DOM Element around a fixed axis in 3D space.
All values in the Vector4 are treated as degrees, unless the rotate3dAngle property is changed.
For more details see the following MDN page:
https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d
The unit that represents the 3D rotation values. By default this is deg for degrees, but can
be changed to any supported unit. See this page for further details:
https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d
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.
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
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 angle, in radians, by which to skew the DOM Element on the horizontal axis.
The angle, in radians, by which to skew the DOM Element on the vertical axis.
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.
By default a DOM Element will have its transform, display, opacity, zIndex and blend mode properties
updated when its rendered. If, for some reason, you don't want any of these changed other than the
CSS transform, then set this flag to true. When true only the CSS Transform is applied and it's
up to you to keep track of and set the other properties as required.
This can be handy if, for example, you've a nested DOM Element and you don't want the opacity to be picked-up by any of its children.
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 current vertex rounding mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions. It can have several values:
off - No rounding is applied.safe - Rounding is applied if the object is 'safe'.safeAuto - Rounding is applied if the object is 'safe' and the camera has roundPixels enabled.full - Rounding is always applied.fullAuto - Rounding is always applied if the camera has roundPixels enabled.A 'safe' object is one that is not rotated or scaled by any transform matrix while rendering. The effective transform is a simple translation. In such cases, rounding will affect all vertices the same way.
Using full rounding can cause vertices to wobble, because they might not be aligned to the pixel grid. Full rounding gives a janky look like PS1 games.
You can use other values if you want to create your own custom rounding modes.
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.
ReadonlywidthThe native (un-scaled) width of this Game Object.
For a DOM Element this property is read-only.
The property displayWidth holds the computed bounds of this DOM Element, factoring in scaling.
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 Phaser.GameObjects.Components.Depth#depth instead.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE event from this Game Object.
Adds one or more native DOM event listeners onto the underlying Element of this Game Object. The event is then dispatched via this Game Objects standard event emitter.
For example:
var div = this.add.dom(x, y, element);
div.addListener('click');
div.on('click', handler);
The DOM event/s to listen for. You can specify multiple events by separating them with spaces.
Add a render step.
The first render step in _renderSteps is run first.
It should call the next render step in the list.
This allows render steps to control the rendering flow.
The render step function to add.
Optionalindex: numberThe index in the render list to add the step to. Omit to add to the end.
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible method, instead.
OptionaldisplayList: DisplayList | LayerThe Display List to add to. Defaults to the Scene Display List.
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate method called
every game frame. This method is passed two parameters: delta and time.
If you wish to run your own logic within preUpdate then you should always call
super.preUpdate(time, delta) within it, or it may fail to process required operations,
such as Sprite animations.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Copies an object's coordinates to this Game Object's position.
An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.
Creates a native DOM Element, adds it to the parent DOM Container and then binds it to this Game Object,
so you can control it. The tagName should be a string and is passed to document.createElement:
this.add.dom().createElement('div');
For more details on acceptable tag names see: https://developer.mozilla.org/en-US/docs/Web/API/Document/createElement
You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText
value as well. Here is an example of a DOMString:
this.add.dom().createElement('div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
And using a style object:
var style = {
'background-color': 'lime';
'width': '200px';
'height': '100px';
'font': '48px Arial';
};
this.add.dom().createElement('div', style, 'Phaser');
If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.
A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.
Optionalstyle: anyEither a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
OptionalinnerText: stringA DOMString that holds the text that will be set as the innerText of the created element.
Takes a block of html from the HTML Cache, that has previously been preloaded into the game, and then
creates a DOM Element from it. The loaded HTML is set as the innerHTML property of the created
element.
Assume the following html is stored in a file called loginform.html:
<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
Which is loaded into your game using the cache key 'login':
this.load.html('login', 'assets/loginform.html');
You can create a DOM Element from it using the cache key:
this.add.dom().createFromCache('login');
The optional elementType argument controls the container that is created, into which the loaded html is inserted.
The default is a plain div object, but any valid tagName can be given.
If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.
key of the html cache entry to use for this DOM Element.
OptionaltagName: stringThe tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag. Default 'div'.
Takes a string of html and then creates a DOM Element from it. The HTML is set as the innerHTML
property of the created element.
let form = `
<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
`;
You can create a DOM Element from it using the string:
this.add.dom().createFromHTML(form);
The optional elementType argument controls the type of container that is created, into which the html is inserted.
The default is a plain div object, but any valid tagName can be given.
If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.
A string of html to be set as the innerHTML property of the created element.
OptionaltagName: stringThe tag name of the element into which all of the html will be inserted. Defaults to a plain div tag. Default 'div'.
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.
OptionalfromScene: booleanTrue if this Game Object is being destroyed by the Scene, false if not. 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.
OptionalresetCursor: booleanShould the currently active Input cursor, if any, be reset to the default cursor? Default false.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Enable this Game Object to have filters.
You need to call this method if you want to use the filterCamera
and filters properties. It sets up the necessary data structures.
You may disable filter rendering with the renderFilters property.
This is a WebGL only feature. It will return early if not available.
Return an array listing the events for which the emitter has registered listeners.
Focus the filter camera.
This sets the size and position of the filter camera to match the GameObject.
This is called automatically on render if filtersAutoFocus is enabled.
This will focus on the GameObject's raw dimensions if available. If the GameObject has no dimensions, this will focus on the context: the camera belonging to the DrawingContext used to render the GameObject. Context focus occurs during rendering, as the context is not known until then.
Manually override the focus of the filter camera.
This allows you to set the size and position of the filter camera manually.
It deactivates filtersAutoFocus when called.
The camera will set scroll to place the game object at the
given position within a rectangle of the given width and height.
For example, calling focusFiltersOverride(400, 200, 800, 600)
will focus the camera to place the object's center
100 pixels above the center of the camera (which is at 400x300).
Optionalx: numberThe x-coordinate of the focus point, relative to the filter size. Default is the center.
Optionaly: numberThe y-coordinate of the focus point, relative to the filter size. Default is the center.
Optionalwidth: numberThe width of the focus area. Default is the filter width.
Optionalheight: numberThe height of the focus area. Default is the filter height.
Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through
them, looking for the first one that has a matching id. It then returns this child if found, or null if not.
Be aware that class and id names are case-sensitive.
The id to search the children for.
Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through
them, looking for the first one that has a matching name. It then returns this child if found, or null if not.
Be aware that class and id names are case-sensitive.
The name to search the children for.
Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through
them, looking for the first one that has a property matching the given key and value. It then returns this child
if found, or null if not.
The property to search the children for.
The value the property must strictly equal.
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 a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
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.
Takes the given x and y coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main camera from the Scene to which this
Game Object belongs.
Gets the local transform matrix for this Game Object.
OptionaltempMatrix: TransformMatrixThe 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 world position of this Game Object, factoring in any parent Containers.
Optionalpoint: Math.Vector2A Vector2, or point-like object, to store the result in.
OptionaltempMatrix: TransformMatrixA temporary matrix to hold the Game Object's values.
OptionalparentMatrix: TransformMatrixA temporary matrix to hold parent values.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
OptionaltempMatrix: TransformMatrixThe matrix to populate with the values from this Game Object.
OptionalparentMatrix: TransformMatrixA 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 change the value for.
Optionalamount: numberThe amount to increase the given key by. Pass a negative value to decrease the key. Default 1.
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.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Removes the current DOM Element bound to this Game Object from the DOM entirely and resets the
node property of this Game Object to be null.
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.
If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible method, instead.
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.
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.)
OptionalresetCursor: booleanShould the currently active Input cursor, if any, be reset to the default cursor? Default false.
Removes one or more native DOM event listeners from the underlying Element of this Game Object.
The DOM event/s to stop listening for. You can specify multiple events by separating them with spaces.
Render this object using filters.
This function's scope is not guaranteed, so it doesn't refer to this.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberThe index of this function in the Game Object's list of render processes. Used to support multiple rendering functions. Default 0.
Run a step in the render process. This is called automatically by the Render module.
In most cases, it just runs the renderWebGL function.
When _renderSteps has more than one entry,
such as when Filters are enabled for this object,
it allows those processes to defer renderWebGL
and otherwise manage the flow of rendering.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberWhich step of the rendering process should be run? Default 0.
OptionaldisplayList: GameObject[]The display list which is currently being rendered. If not provided, it will be created with the Game Object.
OptionaldisplayListIndex: numberThe index of the Game Object within the display list. Default 0.
Move this Game Object so that it appears above the given Game Object.
This means it will render immediately after the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be above.
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.
Optionalvalue: numberThe alpha value applied across the whole Game Object. Default 1.
Sets the angle of this Game Object.
Optionaldegrees: numberThe rotation of this Game Object, in degrees. Default 0.
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be below.
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, a CONST or a number.
Sets the className property of the DOM Element node and updates the internal sizes.
A string representing the class or space-separated classes of the element.
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.
Optionaldata: anyThe 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. Ensure this value is only ever a number data-type.
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.
Optionalx: numberThe horizontal display origin value. Default 0.
Optionaly: numberThe vertical display origin value. If not defined it will be set to the value of x. Default x.
Binds a new DOM Element to this Game Object. If this Game Object already has an Element it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created on the new element.
The element argument you pass to this method can be either a string tagName:
<h1 id="heading">Phaser</h1>
this.add.dom().setElement('heading');
Or a reference to an Element instance:
<h1 id="heading">Phaser</h1>
var h1 = document.getElementById('heading');
this.add.dom().setElement(h1);
You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText
value as well. Here is an example of a DOMString:
this.add.dom().setElement(h1, 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
And using a style object:
var style = {
'background-color': 'lime';
'width': '200px';
'height': '100px';
'font': '48px Arial';
};
this.add.dom().setElement(h1, style, 'Phaser');
If a string it is passed to getElementById(), or it should be a reference to an existing Element.
Optionalstyle: anyEither a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
OptionalinnerText: stringA DOMString that holds the text that will be set as the innerText of the created element.
Set whether filters should be updated every frame.
Sets the filtersAutoFocus property.
Whether filters should be updated every frame.
Set whether the filters should focus on the context.
Sets the filtersFocusContext property.
Whether the filters should focus on the context.
Set whether the filters should always draw to a framebuffer.
Sets the filtersForceComposite property.
Whether the object should always draw to a framebuffer, even if there are no active filters.
Set the base size of the filter camera. This is the size of the texture that internal filters will be drawn to. External filters are drawn to the size of the context (usually the game canvas).
This is typically the size of the GameObject.
It is set automatically when the Game Object is rendered
and filtersAutoFocus is enabled.
Turn off auto focus to set it manually.
Technically, larger framebuffers may be used to provide padding. This is the size of the final framebuffer used for "internal" rendering.
Base width of the filter texture.
Base height of the filter texture.
Sets the innerHTML property of the DOM Element node and updates the internal sizes.
A DOMString of html to be set as the innerHTML property of the element.
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.
OptionalhitArea: anyEither an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.
Optionalcallback: HitAreaCallbackThe callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.
OptionaldropZone: booleanShould this Game Object be treated as a drop zone target? Default false.
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.
Optionalx: numberThe horizontal origin value. Default 0.5.
Optionaly: numberThe 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 perspective CSS property of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.
For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
Changing this value changes it globally for all DOM Elements, as they all share the same parent container.
The perspective value, in pixels, that determines the distance between the z plane and the user.
Sets the position of this Game Object.
Optionalx: numberThe x position of this Game Object. Default 0.
Optionaly: numberThe y position of this Game Object. If not set it will use the x value. Default x.
Optionalz: numberThe z position of this Game Object. Default 0.
Optionalw: numberThe 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.
Optionalx: numberThe x position of the top-left of the random area. Default 0.
Optionaly: numberThe y position of the top-left of the random area. Default 0.
Optionalwidth: numberThe width of the random area.
Optionalheight: numberThe height of the random area.
Set whether the filters should be rendered.
Sets the renderFilters property.
Whether the filters should be rendered.
Sets the rotation of this Game Object.
Optionalradians: numberThe rotation of this Game Object, in radians. Default 0.
Sets the scale of this Game Object.
Optionalx: numberThe horizontal scale of this Game Object. Default 1.
Optionaly: numberThe 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.
Optionaly: numberThe vertical scroll factor of this Game Object. If not set it will use the x value. Default x.
Sets the horizontal and vertical skew values of this DOM Element.
For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
Optionalx: numberThe angle, in radians, by which to skew the DOM Element on the horizontal axis. Default 0.
Optionaly: numberThe angle, in radians, by which to skew the DOM Element on the vertical axis. 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.
Sets the innerText property of the DOM Element node and updates the internal sizes.
Note that only certain types of Elements can have innerText set on them.
A DOMString representing the rendered text content of the element.
Sets this Game Object to the back of the display list, or the back of its parent container.
Being at the back means it will render below everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets this Game Object to be at the top of the display list, or the top of its parent container.
Being at the top means it will render on-top of everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets the vertex round mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.
The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'.
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.
Optionalvalue: numberThe w position of this Game Object. Default 0.
Sets the x position of this Game Object.
Optionalvalue: numberThe x position of this Game Object. Default 0.
Sets the y position of this Game Object.
Optionalvalue: numberThe 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 Phaser.GameObjects.Components.Depth#setDepth instead.
Optionalvalue: numberThe z position of this Game Object. Default 0.
Removes all listeners.
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.
Returns a JSON representation of the Game Object.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
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.
Internal method that sets the displayWidth and displayHeight properties, and the clientWidth
and clientHeight values into the width and height properties respectively.
This is called automatically whenever a new element is created or set.
Compares the renderMask with the renderFlags to see if this Game Object will render or not.
DOMElements always return true as they need to still set values during the render pass, even if not visible.
Whether this Game Object will render filters.
This is true if it has active filters,
and if the renderFilters property is also true.
Checks if this Game Object should round its vertices,
based on the given Camera and the vertexRoundMode of this Game Object.
This is used by the WebGL Renderer to determine how to round the vertex positions.
You can override this method in your own custom Game Object classes to provide custom logic for vertex rounding.
DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game.
In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:
You must also have a parent container for Phaser. This is specified by the
parentproperty in the game config.When these two things are added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.
If you have not already done so, you have to provide a
parentin the Game Configuration, or the DOM Container will fail to be created.You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:
The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.
You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.
Rather than specify the CSS and HTML directly you can use the
load.htmlFile Loader to load it into the cache and then use thecreateFromCachemethod instead. You can also usecreateFromHTMLand various other methods available in this class to help construct your elements.Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.
They also cannot be enabled for input. To do that, you have to use the
addListenermethod to add native event listeners directly. The final limitation is to do with cameras. The DOM Container is sized to match the game canvas entirely and clipped accordingly. DOM Elements respect camera scrolling and scrollFactor settings, but if you change the size of the camera so it no longer matches the size of the canvas, they won't be clipped accordingly.DOM Game Objects can be added to a Phaser Container, however you should only nest them one level deep. Any further down the chain and they will ignore all root container properties.
Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.
Note that you should only have DOM Elements in a Scene with a single Camera. If you require multiple cameras, use parallel scenes to achieve this.
DOM Elements are a powerful way to align native HTML with your Phaser Game Objects. For example, you can insert a login form for a multiplayer game directly into your title screen. Or a text input box for a highscore table. Or a banner ad from a 3rd party service. Or perhaps you'd like to use them for high resolution text display and UI. The choice is up to you, just remember that you're dealing with standard HTML and CSS floating over the top of your game, and should treat it accordingly.