phaser - v4.0.0-rc.4
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    A 2D Light.

    These are created by the Phaser.GameObjects.LightsManager, available from within a scene via this.lights.

    Any Game Objects with the Lighting Component, and setLighting(true), will then be affected by these Lights. If they have a normal map, it will be used. If they don't, the Lights will use the default normal map, a flat surface.

    They can also simply be used to represent a point light for your own purposes.

    Lights cannot be added to Containers. They are designed to exist in the root of a Scene.

    Hierarchy (View Summary)

    Implements

    Index

    Constructors

    • Parameters

      • x: number

        The horizontal position of the light.

      • y: number

        The vertical position of the light.

      • radius: number

        The radius of the light.

      • r: number

        The red color of the light. A value between 0 and 1.

      • g: number

        The green color of the light. A value between 0 and 1.

      • b: number

        The blue color of the light. A value between 0 and 1.

      • intensity: number

        The intensity of the light.

      • Optionalz: number

        The z position of the light. If not given, it will be set to radius * 0.1.

      Returns Light

    Properties

    bottom: number

    The bottom position of the Circle.

    cameraFilter: number

    A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

    color: RGB

    The color of the light.

    diameter: number

    The diameter of the Circle.

    displayHeight: number

    The height of this Light Game Object. This is the same as Light.diameter.

    displayOriginX: number

    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.

    displayOriginY: number

    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.

    displayWidth: number

    The width of this Light Game Object. This is the same as Light.diameter.

    height: number

    The height of this Light Game Object. This is the same as Light.diameter.

    intensity: number

    The intensity of the light.

    left: number

    The left position of the Circle.

    originX: number

    The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object. Set this value with setOrigin().

    originY: number

    The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object. Set this value with setOrigin().

    radius: number

    The radius of the Circle.

    renderFlags: number

    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.

    right: number

    The right position of the Circle.

    scrollFactorX: number

    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.

    scrollFactorY: number

    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.

    top: number

    The top position of the Circle.

    type: number

    The geometry constant type of this object: GEOM_CONST.CIRCLE. Used for fast type comparisons.

    visible: boolean

    The visible state of the Game Object.

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

    width: number

    The width of this Light Game Object. This is the same as Light.diameter.

    x: number

    The x position of the center of the circle.

    y: number

    The y position of the center of the circle.

    z: number

    The z position of the light. This affects the relief effect created by the light. A higher value will make the light appear more raised.

    Lit game objects are considered to be at z=0. Thus, if z is larger than the radius of the light, the light will not affect them. Strong values are in the range of 0 to radius/2.

    This is not a true position, and won't be affected by perspective or camera position. It won't be set by setTo. Use setZ to set it, or setZNormal to set it to a fraction of the radius.

    zNormal: number

    The z position of the light, as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.

    RENDER_MASK: number

    The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.

    Methods

    • Check to see if the Circle contains the given x / y coordinates.

      Parameters

      • x: number

        The x coordinate to check within the circle.

      • y: number

        The y coordinate to check within the circle.

      Returns boolean

    • Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.

      Type Parameters

      Parameters

      • position: number

        A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.

      • Optionalout: O

        A Vector2 to store the return values in. If not given a Vector2 object will be created.

      Returns O

    • Returns an array of Point objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.

      Type Parameters

      Parameters

      • quantity: number

        The amount of points to return. If a falsey value the quantity will be derived from the stepRate instead.

      • OptionalstepRate: number

        Sets the quantity by getting the circumference of the circle and dividing it by the stepRate.

      • Optionaloutput: O

        An array to insert the Vector2s in to. If not provided a new array will be created.

      Returns O

    • Set the color of the light from a single integer RGB value.

      Parameters

      • rgb: number

        The integer RGB color of the light.

      Returns this

    • 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.

      Parameters

      • Optionalx: number

        The horizontal display origin value. Default 0.

      • Optionaly: number

        The vertical display origin value. If not defined it will be set to the value of x. Default x.

      Returns this

    • Set the intensity of the light.

      Parameters

      • intensity: number

        The intensity of the light.

      Returns this

    • Sets the origin of this Game Object.

      The values are given in the range 0 to 1.

      Parameters

      • Optionalx: number

        The horizontal origin value. Default 0.5.

      • Optionaly: number

        The vertical origin value. If not defined it will be set to the value of x. Default x.

      Returns this

    • Sets the position of this Circle.

      Parameters

      • Optionalx: number

        The x position of the center of the circle. Default 0.

      • Optionaly: number

        The y position of the center of the circle. Default 0.

      Returns this

    • Set the radius of the light.

      Parameters

      • radius: number

        The radius of the light.

      Returns this

    • 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.

      Parameters

      • x: number

        The horizontal scroll factor of this Game Object.

      • Optionaly: number

        The vertical scroll factor of this Game Object. If not set it will use the x value. Default x.

      Returns this

    • Sets the x, y and radius of this circle.

      Parameters

      • Optionalx: number

        The x position of the center of the circle. Default 0.

      • Optionaly: number

        The y position of the center of the circle. Default 0.

      • Optionalradius: number

        The radius of the circle. Default 0.

      Returns this

    • Sets the visibility of this Game Object.

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

      Parameters

      • value: boolean

        The visible state of the Game Object.

      Returns this

    • Set the z position of the light.

      Parameters

      • z: number

        The z position of the light.

      Returns this

    • Set the z position of the light as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.

      Parameters

      • z: number

        The normalized z position of the light.

      Returns this

    • 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.

      Returns this

    • Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

      Parameters

      Returns boolean

    • Returns a Vector2 object containing the coordinates of a point on the circumference of the Circle based on the given angle.

      Type Parameters

      Parameters

      • circle: Circle

        The Circle to get the circumference point on.

      • angle: number

        The angle from the center of the Circle to the circumference to return the point from. Given in radians.

      • Optionalout: O

        A Vector2 to store the results in. If not given a Point will be created.

      Returns O

    • Creates a new Circle instance based on the values contained in the given source.

      Parameters

      • source: object | Circle

        The Circle to be cloned. Can be an instance of a Circle or a circle-like object, with x, y and radius properties.

      Returns Circle

    • Check to see if the Circle contains the given x / y coordinates.

      Parameters

      • circle: Circle

        The Circle to check.

      • x: number

        The x coordinate to check within the circle.

      • y: number

        The y coordinate to check within the circle.

      Returns boolean

    • Copies the x, y and radius properties from the source Circle into the given dest Circle, then returns the dest Circle.

      Type Parameters

      Parameters

      • source: Circle

        The source Circle to copy the values from.

      • dest: O

        The destination Circle to copy the values to.

      Returns O

    • Compares the x, y and radius properties of the two given Circles. Returns true if they all match, otherwise returns false.

      Parameters

      • circle: Circle

        The first Circle to compare.

      • toCompare: Circle

        The second Circle to compare.

      Returns boolean

    • Returns the bounds of the Circle object.

      Type Parameters

      Parameters

      • circle: Circle

        The Circle to get the bounds from.

      • Optionalout: O

        A Rectangle, or rectangle-like object, to store the circle bounds in. If not given a new Rectangle will be created.

      Returns O

    • Returns a Vector2 object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.

      Type Parameters

      Parameters

      • circle: Circle

        The Circle to get the circumference point on.

      • position: number

        A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.

      • Optionalout: O

        A Vector2 instance to store the return values in. If not given a new Vector2 object will be created.

      Returns O

    • Returns an array of Vector2 objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.

      Parameters

      • circle: Circle

        The Circle to get the points from.

      • quantity: number

        The amount of points to return. If a falsey value the quantity will be derived from the stepRate instead.

      • OptionalstepRate: number

        Sets the quantity by getting the circumference of the circle and dividing it by the stepRate.

      • Optionaloutput: any[]

        An array to insert the points in to. If not provided a new array will be created.

      Returns Math.Vector2[]

    • Offsets the Circle by the values given.

      Type Parameters

      Parameters

      • circle: O

        The Circle to be offset (translated.)

      • x: number

        The amount to horizontally offset the Circle by.

      • y: number

        The amount to vertically offset the Circle by.

      Returns O

    • Offsets the Circle by the values given in the x and y properties of the Vector2 object.

      Type Parameters

      Parameters

      • circle: O

        The Circle to be offset (translated.)

      • vec: Math.Vector2

        The Vector2 object containing the values to offset the Circle by.

      Returns O

    • Returns a uniformly distributed random point from anywhere within the given Circle.

      Type Parameters

      Parameters

      • circle: Circle

        The Circle to get a random point from.

      • Optionalout: O

        A Vector2 object to set the random x and y values in.

      Returns O