The Scene to which this Game Object Factory belongs.
ProtecteddisplayA reference to the Scene Display List.
ProtectedeventsA reference to the Scene Event Emitter.
ProtectedsceneThe Scene to which this Game Object Factory belongs.
ProtectedsystemsA reference to the Scene.Systems.
ProtectedupdateA reference to the Scene Update List.
Creates a new Arc Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Arc Game Object has been built into Phaser.
The Arc Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
When it renders it displays an arc shape. You can control the start and end angles of the arc, as well as if the angles are winding clockwise or anti-clockwise. With the default settings it renders as a complete circle. By changing the angles you can create other arc shapes, such as half-circles.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalradius: numberThe radius of the arc. Default 128.
OptionalstartAngle: numberThe start angle of the arc, in degrees. Default 0.
OptionalendAngle: numberThe end angle of the arc, in degrees. Default 360.
Optionalanticlockwise: booleanThe winding order of the start and end angles. Default false.
OptionalfillColor: numberThe color the arc will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the arc will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Bitmap Text Game Object and adds it to the Scene.
BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to match the font structure.
BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by processing the font texture in an image editor, applying fills and any other effects required.
To create multi-line text insert \r, \n or \r\n escape codes into the text string.
To create a BitmapText data files you need a 3rd party app such as:
BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner Littera (Web-based, free): http://kvazars.com/littera/
For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser.
The x position of the Game Object.
The y position of the Game Object.
The key of the font to use from the BitmapFont cache.
Optionaltext: string | string[]The string, or array of strings, to be set as the content of this Bitmap Text.
Optionalsize: numberThe font size to set.
Optionalalign: numberThe alignment of the text in a multi-line BitmapText object. Default 0.
Creates a new Blitter Game Object and adds it to the Scene.
Note: This method will only be available if the Blitter Game Object has been built into Phaser.
The x position of the Game Object.
The y position of the Game Object.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberThe default Frame children of the Blitter will use.
Creates a new CaptureFrame Game Object and adds it to the Scene.
Note: This method will only be available if the CaptureFrame Game Object has been built into Phaser.
The key of the texture to create from this CaptureFrame.
Creates a new Circle Shape Game Object and adds it to the Scene.
A Circle is an Arc with no defined start and end angle, making it render as a complete circle.
Note: This method will only be available if the Arc Game Object has been built into Phaser.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalradius: numberThe radius of the circle. Default 128.
OptionalfillColor: numberThe color the circle will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the circle will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Container Game Object and adds it to the Scene.
Note: This method will only be available if the Container Game Object has been built into Phaser.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalchildren: GameObject | GameObject[]An optional array of Game Objects to add to this Container.
Creates a new Curve Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Curve Game Object has been built into Phaser.
The Curve Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
To render a Curve Shape you must first create a Phaser.Curves.Curve object, then pass it to
the Curve Shape in the constructor.
The Curve shape also has a smoothness property and corresponding setSmoothness method.
This allows you to control how smooth the shape renders in WebGL, by controlling the number of iterations
that take place during construction. Increase and decrease the default value for smoother, or more
jagged, shapes.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalcurve: Curves.CurveThe Curve object to use to create the Shape.
OptionalfillColor: numberThe color the curve will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the curve will be filled with. You can also set the alpha of the overall Shape using its alpha property.
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:
dom {
createContainer: true
}
When this is 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.
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:
this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
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.html File Loader to load it into the
cache and then use the createFromCache method instead. You can also use createFromHTML and 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 addListener method 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.
Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.
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.
Note: This method will only be available if the DOM Element Game Object has been built into Phaser.
The horizontal position of this DOM Element in the world.
The vertical position of this DOM Element in the world.
Optionalelement: string | HTMLElementAn 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.
Creates a new Dynamic Bitmap Text Game Object and adds it to the Scene.
BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to match the font structure.
Dynamic Bitmap Text objects are different from Static Bitmap Text in that they invoke a callback for each letter being rendered during the render pass. This callback allows you to manipulate the properties of each letter being rendered, such as its position, scale or tint, allowing you to create interesting effects like jiggling text, which can't be done with Static text. This means that Dynamic Text takes more processing time, so only use them if you require the callback ability they have.
BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by processing the font texture in an image editor, applying fills and any other effects required.
To create multi-line text insert \r, \n or \r\n escape codes into the text string.
To create a BitmapText data files you need a 3rd party app such as:
BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner Littera (Web-based, free): http://kvazars.com/littera/
For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.
The x position of the Game Object.
The y position of the Game Object.
The key of the font to use from the BitmapFont cache.
Optionaltext: string | string[]The string, or array of strings, to be set as the content of this Bitmap Text.
Optionalsize: numberThe font size to set.
Creates a new Ellipse Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Ellipse Game Object has been built into Phaser.
The Ellipse Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
When it renders it displays an ellipse shape. You can control the width and height of the ellipse. If the width and height match it will render as a circle. If the width is less than the height, it will look more like an egg shape.
The Ellipse shape also has a smoothness property and corresponding setSmoothness method.
This allows you to control how smooth the shape renders in WebGL, by controlling the number of iterations
that take place during construction. Increase and decrease the default value for smoother, or more
jagged, shapes.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalwidth: numberThe width of the ellipse. An ellipse with equal width and height renders as a circle. Default 128.
Optionalheight: numberThe height of the ellipse. An ellipse with equal width and height renders as a circle. Default 128.
OptionalfillColor: numberThe color the ellipse will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the ellipse will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Adds an existing Game Object to this Scene.
If the Game Object renders, it will be added to the Display List.
If it has a preUpdate method, it will be added to the Update List.
The child to be added to this Scene.
Creates a new Extern Game Object and adds it to the Scene.
Note: This method will only be available if the Extern Game Object has been built into Phaser.
Creates a new PathFollower Game Object and adds it to the Scene.
Note: This method will only be available if the PathFollower Game Object has been built into Phaser.
The Path this PathFollower is connected to.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Creates a new Graphics Game Object and adds it to the Scene.
Note: This method will only be available if the Graphics Game Object has been built into Phaser.
Optionalconfig: OptionsThe Graphics configuration.
Creates a new Grid Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Grid Game Object has been built into Phaser.
The Grid Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports only fill colors and cannot be stroked.
A Grid Shape allows you to display a grid in your game, where you can control the size of the grid as well as the width and height of the grid cells. You can set a fill color for each grid cell as well as an alternate fill color. When the alternate fill color is set then the grid cells will alternate the fill colors as they render, creating a chess-board effect. You can also optionally have an outline fill color. If set, this draws lines between the grid cells in the given color. If you specify an outline color with an alpha of zero, then it will draw the cells spaced out, but without the lines between them.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalwidth: numberThe width of the grid. Default 128.
Optionalheight: numberThe height of the grid. Default 128.
OptionalcellWidth: numberThe width of one cell in the grid. Default 32.
OptionalcellHeight: numberThe height of one cell in the grid. Default 32.
OptionalfillColor: numberThe color the grid cells will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the grid cells will be filled with. You can also set the alpha of the overall Shape using its alpha property.
OptionaloutlineFillColor: numberThe color of the lines between the grid cells.
OptionaloutlineFillAlpha: numberThe alpha of the lines between the grid cells.
Creates a new Group Game Object and adds it to the Scene.
Note: This method will only be available if the Group Game Object has been built into Phaser.
Optionalchildren: GameObject[] | GroupConfig | GroupConfig[] | GroupCreateConfigGame Objects to add to this Group; or the config argument.
Optionalconfig: GroupConfig | GroupCreateConfigA Group Configuration object.
Creates a new Image Game Object and adds it to the Scene.
Note: This method will only be available if the Image Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Creates a new IsoBox Shape Game Object and adds it to the Scene.
Note: This method will only be available if the IsoBox Game Object has been built into Phaser.
The IsoBox Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports only fill colors and cannot be stroked.
An IsoBox is an 'isometric' rectangle. Each face of it has a different fill color. You can set
the color of the top, left and right faces of the rectangle respectively. You can also choose
which of the faces are rendered via the showTop, showLeft and showRight properties.
You cannot view an IsoBox from under-neath, however you can change the 'angle' by setting
the projection property.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalsize: numberThe width of the iso box in pixels. The left and right faces will be exactly half this value. Default 48.
Optionalheight: numberThe height of the iso box. The left and right faces will be this tall. The overall height of the isobox will be this value plus half the size value. Default 32.
OptionalfillTop: numberThe fill color of the top face of the iso box. Default 0xeeeeee.
OptionalfillLeft: numberThe fill color of the left face of the iso box. Default 0x999999.
OptionalfillRight: numberThe fill color of the right face of the iso box. Default 0xcccccc.
Creates a new IsoTriangle Shape Game Object and adds it to the Scene.
Note: This method will only be available if the IsoTriangle Game Object has been built into Phaser.
The IsoTriangle Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports only fill colors and cannot be stroked.
An IsoTriangle is an 'isometric' triangle. Think of it like a pyramid. Each face has a different
fill color. You can set the color of the top, left and right faces of the triangle respectively
You can also choose which of the faces are rendered via the showTop, showLeft and showRight properties.
You cannot view an IsoTriangle from under-neath, however you can change the 'angle' by setting
the projection property. The reversed property controls if the IsoTriangle is rendered upside
down or not.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalsize: numberThe width of the iso triangle in pixels. The left and right faces will be exactly half this value. Default 48.
Optionalheight: numberThe height of the iso triangle. The left and right faces will be this tall. The overall height of the iso triangle will be this value plus half the size value. Default 32.
Optionalreversed: booleanIs the iso triangle upside down? Default false.
OptionalfillTop: numberThe fill color of the top face of the iso triangle. Default 0xeeeeee.
OptionalfillLeft: numberThe fill color of the left face of the iso triangle. Default 0x999999.
OptionalfillRight: numberThe fill color of the right face of the iso triangle. Default 0xcccccc.
Creates a new Layer Game Object and adds it to the Scene.
Note: This method will only be available if the Layer Game Object has been built into Phaser.
Optionalchildren: GameObject | GameObject[]An optional array of Game Objects to add to this Layer.
Creates a new Line Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Line Game Object has been built into Phaser.
The Line Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports only stroke colors and cannot be filled.
A Line Shape allows you to draw a line between two points in your game. You can control the stroke color and thickness of the line. In WebGL only you can also specify a different thickness for the start and end of the line, allowing you to render lines that taper-off.
If you need to draw multiple lines in a sequence you may wish to use the Polygon Shape instead.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalx1: numberThe horizontal position of the start of the line. Default 0.
Optionaly1: numberThe vertical position of the start of the line. Default 0.
Optionalx2: numberThe horizontal position of the end of the line. Default 128.
Optionaly2: numberThe vertical position of the end of the line. Default 0.
OptionalstrokeColor: numberThe color the line will be drawn in, i.e. 0xff0000 for red.
OptionalstrokeAlpha: numberThe alpha the line will be drawn in. You can also set the alpha of the overall Shape using its alpha property.
A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to this class.
This is extremely useful for UI and button like elements, where you need them to expand to accommodate the content without distorting the texture.
The texture you provide for this Game Object should be based on the following layout structure:
A B
+---+----------------------+---+
C | 1 | 2 | 3 |
+---+----------------------+---+
| | | |
| 4 | 5 | 6 |
| | | |
+---+----------------------+---+
D | 7 | 8 | 9 |
+---+----------------------+---+
When changing this objects width and / or height:
areas 1, 3, 7 and 9 (the corners) will remain unscaled
areas 2 and 8 will be stretched horizontally only
areas 4 and 6 will be stretched vertically only
area 5 will be stretched both horizontally and vertically
You can also create a 3 slice Game Object:
This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration:
A B
+---+----------------------+---+
| | | |
C | 1 | 2 | 3 |
| | | |
+---+----------------------+---+
When changing this objects width (you cannot change its height)
areas 1 and 3 will remain unscaled
area 2 will be stretched horizontally
The above configuration concept is adapted from the Pixi NineSlicePlane.
To specify a 3 slice object instead of a 9 slice you should only
provide the leftWidth and rightWidth parameters. To create a 9 slice
you must supply all parameters.
The minimum width this Game Object can be is the total of
leftWidth + rightWidth. The minimum height this Game Object
can be is the total of topHeight + bottomHeight.
If you need to display this object at a smaller size, you can scale it.
In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display list, without incurring any additional overhead.
As of Phaser 3.60 this Game Object is WebGL only.
The horizontal position of the center of this Game Object in the world.
The vertical position of the center of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Optionalwidth: numberThe width of the Nine Slice Game Object. You can adjust the width post-creation. Default 256.
Optionalheight: numberThe height of the Nine Slice Game Object. If this is a 3 slice object the height will be fixed to the height of the texture and cannot be changed. Default 256.
OptionalleftWidth: numberThe size of the left vertical column (A). Default 10.
OptionalrightWidth: numberThe size of the right vertical column (B). Default 10.
OptionaltopHeight: numberThe size of the top horiztonal row (C). Set to zero or undefined to create a 3 slice object. Default 0.
OptionalbottomHeight: numberThe size of the bottom horiztonal row (D). Set to zero or undefined to create a 3 slice object. Default 0.
Creates a new Particle Emitter Game Object and adds it to the Scene.
If you wish to configure the Emitter after creating it, use the ParticleEmitter.setConfig method.
Prior to Phaser v3.60 this function would create a ParticleEmitterManager. These were removed
in v3.60 and replaced with creating a ParticleEmitter instance directly. Please see the
updated function parameters and class documentation for more details.
Note: This method will only be available if the Particles Game Object has been built into Phaser.
Optionalx: numberThe horizontal position of this Game Object in the world.
Optionaly: numberThe vertical position of this Game Object in the world.
Optionaltexture: string | Textures.TextureThe key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalconfig: ParticleEmitterConfigConfiguration settings for the Particle Emitter.
Creates a new Path Object.
The horizontal position of this Path.
The vertical position of this Path.
Creates a new Point Light Game Object and adds it to the Scene.
Note: This method will only be available if the Point Light Game Object has been built into Phaser.
The Point Light Game Object provides a way to add a point light effect into your game, without the expensive shader processing requirements of the traditional Light Game Object.
The difference is that the Point Light renders using a custom shader, designed to give the impression of a point light source, of variable radius, intensity and color, in your game. However, unlike the Light Game Object, it does not impact any other Game Objects, or use their normal maps for calcuations. This makes them extremely fast to render compared to Lights and perfect for special effects, such as flickering torches or muzzle flashes.
For maximum performance you should batch Point Light Game Objects together. This means ensuring they follow each other consecutively on the display list. Ideally, use a Layer Game Object and then add just Point Lights to it, so that it can batch together the rendering of the lights. You don't have to do this, and if you've only a handful of Point Lights in your game then it's perfectly safe to mix them into the display list as normal. However, if you're using a large number of them, please consider how they are mixed into the display list.
The renderer will automatically cull Point Lights. Those with a radius that does not intersect with the Camera will be skipped in the rendering list. This happens automatically and the culled state is refreshed every frame, for every camera.
The origin of a Point Light is always 0.5 and it cannot be changed.
Point Lights are a WebGL only feature and do not have a Canvas counterpart.
The horizontal position of this Point Light in the world.
The vertical position of this Point Light in the world.
Optionalcolor: numberThe color of the Point Light, given as a hex value. Default 0xffffff.
Optionalradius: numberThe radius of the Point Light. Default 128.
Optionalintensity: numberThe intensity, or color blend, of the Point Light. Default 1.
Optionalattenuation: numberThe attenuation of the Point Light. This is the reduction of light from the center point. Default 0.1.
Creates a new Polygon Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Polygon Game Object has been built into Phaser.
The Polygon Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
The Polygon Shape is created by providing a list of points, which are then used to create an internal Polygon geometry object. The points can be set from a variety of formats:
[new Phaser.Math.Vector2(x1, y1), ...][obj1, obj2, ...][x1,y1, x2,y2, ...][[x1, y1], [x2, y2], ...]By default the x and y coordinates of this Shape refer to the center of it. However, depending
on the coordinates of the points provided, the final shape may be rendered offset from its origin.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalpoints: anyThe points that make up the polygon.
OptionalfillColor: numberThe color the polygon will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the polygon will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Rectangle Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Rectangle Game Object has been built into Phaser.
The Rectangle Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
You can change the size of the rectangle by changing the width and height properties.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalwidth: numberThe width of the rectangle. Default 128.
Optionalheight: numberThe height of the rectangle. Default 128.
OptionalfillColor: numberThe color the rectangle will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the rectangle will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Render Texture Game Object and adds it to the Scene.
Note: This method will only be available if the Render Texture Game Object has been built into Phaser.
A Render Texture is a combination of Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
Optionalwidth: numberThe width of the Render Texture. Default 32.
Optionalheight: numberThe height of the Render Texture. Default 32.
Creates a new Rope Game Object and adds it to the Scene.
Note: This method will only be available if the Rope Game Object and WebGL support have been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Optionalpoints: Vector2Like[]An array containing the vertices data for this Rope. If none is provided a simple quad is created. See setPoints to set this post-creation.
Optionalhorizontal: booleanShould the vertices of this Rope be aligned horizontally (true), or vertically (false)? Default true.
Optionalcolors: number[]An optional array containing the color data for this Rope. You should provide one color value per pair of vertices.
Optionalalphas: number[]An optional array containing the alpha data for this Rope. You should provide one alpha value per pair of vertices.
Creates a new Shader Game Object and adds it to the Scene.
Note: This method will only be available if the Shader Game Object and WebGL support have been built into Phaser.
The configuration object this Shader will use. It can also be a key that corresponds to a shader in the shader cache, which will be used as fragmentKey in a new config object.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalwidth: numberThe width of the Game Object. Default 128.
Optionalheight: numberThe height of the Game Object. Default 128.
Optionaltextures: string[]Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.
OptionaltextureData: objectOptional additional texture data.
Optionalkey: stringOptionalanimationName: stringOptionalloop: booleanOptionalchildren: SpineGameObject | SpineGameObject[]Creates a new Sprite Game Object and adds it to the Scene.
Note: This method will only be available if the Sprite Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Creates a new SpriteGPULayer Game Object and adds it to the Scene.
Note: This method will only be available if the SpriteGPULayer Game Object has been built into Phaser.
Creates a new Stamp Game Object and adds it to the Scene.
Note: This method will only be available if the Stamp Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
Creates a new Star Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Star Game Object has been built into Phaser.
The Star Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
As the name implies, the Star shape will display a star in your game. You can control several aspects of it including the number of points that constitute the star. The default is 5. If you change it to 4 it will render as a diamond. If you increase them, you'll get a more spiky star shape.
You can also control the inner and outer radius, which is how 'long' each point of the star is. Modify these values to create more interesting shapes.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalpoints: numberThe number of points on the star. Default 5.
OptionalinnerRadius: numberThe inner radius of the star. Default 32.
OptionalouterRadius: numberThe outer radius of the star. Default 64.
OptionalfillColor: numberThe color the star will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the star will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Text Game Object and adds it to the Scene.
A Text Game Object.
Text objects work by creating their own internal hidden Canvas and then renders text to it using
the standard Canvas fillText API. It then creates a texture from this canvas which is rendered
to your game during the render pass.
Because it uses the Canvas API you can take advantage of all the features this offers, such as applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts loaded externally, such as Google or TypeKit Web fonts.
You can only display fonts that are currently loaded and available to the browser: therefore fonts must be pre-loaded. Phaser does not do this for you, so you will require the use of a 3rd party font loader, or have the fonts ready available in the CSS on the page in which your Phaser game resides.
See this compatibility table for the available default fonts across mobile browsers.
A note on performance: Every time the contents of a Text object changes, i.e. changing the text being displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the new texture to the GPU. This can be an expensive operation if used often, or with large quantities of Text objects in your game. If you run into performance issues you would be better off using Bitmap Text instead, as it benefits from batching and avoids expensive Canvas API calls.
Note: This method will only be available if the Text Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The text this Text object will display.
Optionalstyle: Types.GameObjects.Text.TextStyleThe Text style configuration object.
Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided. When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For an empty map, you should specify tileWidth, tileHeight, width & height.
Optionalkey: stringThe key in the Phaser cache that corresponds to the loaded tilemap data.
OptionaltileWidth: numberThe width of a tile in pixels. Pass in null to leave as the
default. Default 32.
OptionaltileHeight: numberThe height of a tile in pixels. Pass in null to leave as the
default. Default 32.
Optionalwidth: numberThe width of the map in tiles. Pass in null to leave as the
default. Default 10.
Optionalheight: numberThe height of the map in tiles. Pass in null to leave as the
default. Default 10.
Optionaldata: number[][]Instead of loading from the cache, you can also load directly from
a 2D array of tile indexes. Pass in null for no data.
OptionalinsertNull: booleanControls how empty tiles, tiles with an index of -1, in the
map data are handled. If true, empty locations will get a value of null. If false, empty
location will get a Tile object with an index of -1. If you've a large sparsely populated map and
the tile data doesn't need to change then setting this value to true will help with memory
consumption. However if your map is small or you need to update the tiles dynamically, then leave
the default value set. Default false.
Creates a new TileSprite Game Object and adds it to the Scene.
Note: This method will only be available if the TileSprite Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The width of the Game Object. If zero it will use the size of the texture frame.
The height of the Game Object. If zero it will use the size of the texture frame.
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. Cannot be a DynamicTexture.
Optionalframe: string | numberAn optional frame from the Texture this Game Object is rendering with.
A Timeline is a way to schedule events to happen at specific times in the future.
You can think of it as an event sequencer for your game, allowing you to schedule the running of callbacks, events and other actions at specific times in the future.
A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each belonging to a different Scene. You can also have multiple Timelines running at the same time.
If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline will be automatically destroyed. However, you can control the Timeline directly, pausing, resuming and stopping it at any time.
Create an instance of a Timeline via the Game Object Factory:
const timeline = this.add.timeline();
The Timeline always starts paused. You must call play on it to start it running.
You can also pass in a configuration object on creation, or an array of them:
const timeline = this.add.timeline({
at: 1000,
run: () => {
this.add.sprite(400, 300, 'logo');
}
});
timeline.play();
In this example we sequence a few different events:
const timeline = this.add.timeline([
{
at: 1000,
run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
sound: 'TitleMusic'
},
{
at: 2500,
tween: {
targets: this.logo,
y: 600,
yoyo: true
},
sound: 'Explode'
},
{
at: 8000,
event: 'HURRY_PLAYER',
target: this.background,
set: {
tint: 0xff0000
}
}
]);
timeline.play();
The Timeline can also be looped with the repeat method:
timeline.repeat().play();
There are lots of options available to you via the configuration object. See the Phaser.Types.Time.TimelineEventConfig typedef for more details.
The configuration object for this Timeline Event, or an array of them.
Creates a new Triangle Shape Game Object and adds it to the Scene.
Note: This method will only be available if the Triangle Game Object has been built into Phaser.
The Triangle Shape is a Game Object that can be added to a Scene, Group or Container. You can treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling it for input or physics. It provides a quick and easy way for you to render this shape in your game without using a texture, while still taking advantage of being fully batched in WebGL.
This shape supports both fill and stroke colors.
The Triangle consists of 3 lines, joining up to form a triangular shape. You can control the position of each point of these lines. The triangle is always closed and cannot have an open face. If you require that, consider using a Polygon instead.
Optionalx: numberThe horizontal position of this Game Object in the world. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalx1: numberThe horizontal position of the first point in the triangle. Default 0.
Optionaly1: numberThe vertical position of the first point in the triangle. Default 128.
Optionalx2: numberThe horizontal position of the second point in the triangle. Default 64.
Optionaly2: numberThe vertical position of the second point in the triangle. Default 0.
Optionalx3: numberThe horizontal position of the third point in the triangle. Default 128.
Optionaly3: numberThe vertical position of the third point in the triangle. Default 128.
OptionalfillColor: numberThe color the triangle will be filled with, i.e. 0xff0000 for red.
OptionalfillAlpha: numberThe alpha the triangle will be filled with. You can also set the alpha of the overall Shape using its alpha property.
Creates a new Tween object.
Note: This method will only be available if Tweens have been built into Phaser.
A Tween Configuration object, or a Tween or TweenChain instance.
Creates a new TweenChain object and adds it to the Tween Manager.
Note: This method will only be available if Tweens have been built into Phaser.
The TweenChain configuration.
Creates a new Video Game Object and adds it to the Scene.
This Game Object is capable of handling playback of a video file, video stream or media stream.
You can optionally 'preload' the video into the Phaser Video Cache:
preload () {
this.load.video('ripley', 'assets/aliens.mp4');
}
create () {
this.add.video(400, 300, 'ripley');
}
You don't have to 'preload' the video. You can also play it directly from a URL:
create () {
this.add.video(400, 300).loadURL('assets/aliens.mp4');
}
To all intents and purposes, a video is a standard Game Object, just like a Sprite. And as such, you can do all the usual things to it, such as scaling, rotating, cropping, tinting, making interactive, giving a physics body, etc.
Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render in-game with full transparency.
Videos can only autoplay if the browser has been unlocked with an interaction, or satisfies the MEI settings. The policies that control autoplaying are vast and vary between browser. You can, and should, read more about it here: https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide
If your video doesn't contain any audio, then set the noAudio parameter to true when the video is loaded,
and it will often allow the video to play immediately:
preload () {
this.load.video('pixar', 'nemo.mp4', true);
}
The 3rd parameter in the load call tells Phaser that the video doesn't contain any audio tracks. Video without audio can autoplay without requiring a user interaction. Video with audio cannot do this unless it satisfies the browsers MEI settings. See the MDN Autoplay Guide for further details.
Or:
create () {
this.add.video(400, 300).loadURL('assets/aliens.mp4', true);
}
You can set the noAudio parameter to true even if the video does contain audio. It will still allow the video
to play immediately, but the audio will not start.
Note that due to a bug in IE11 you cannot play a video texture to a Sprite in WebGL. For IE11 force Canvas mode.
More details about video playback and the supported media formats can be found on MDN:
https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement https://developer.mozilla.org/en-US/docs/Web/Media/Formats
Note: This method will only be available if the Video Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
Optionalkey: stringOptional key of the Video this Game Object will play, as stored in the Video Cache.
Creates a new Zone Game Object and adds it to the Scene.
Note: This method will only be available if the Zone Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
The width of the Game Object.
The height of the Game Object.
StaticregisterStatic method called directly by the Game Object factory functions.
With this method you can register a custom GameObject factory in the GameObjectFactory,
providing a name (factoryType) and the constructor (factoryFunction) in order
to be called when you call to Phaser.Scene.add[ factoryType ] method.
The key of the factory that you will use to call to Phaser.Scene.add[ factoryType ] method.
The constructor function to be called when you invoke to the Phaser.Scene.add method.
StaticremoveStatic method called directly by the Game Object factory functions.
With this method you can remove a custom GameObject factory registered in the GameObjectFactory,
providing a its factoryType.
The key of the factory that you want to remove from the GameObjectFactory.
The Game Object Factory is a Scene plugin that allows you to quickly create many common types of Game Objects and have them automatically registered with the Scene.
Game Objects directly register themselves with the Factory and inject their own creation methods into the class.