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 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: ParticleEmitterConfigSettings for this emitter.
Whether accelerationX and accelerationY are non-zero. Set automatically during configuration.
The horizontal acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The vertical acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
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.
The internal animation counter.
Treat this property as read-only.
The number of consecutive particles that receive a single animation (per frame cycle).
The animations assigned to particles.
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.
The amount of velocity particles will use when rebounding off the emitter bounds, if set. A value of 0 means no bounce. A value of 1 means a full rebound.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
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:
Controls the easing function used when you have created an
Emitter that uses the color property to interpolate the
tint of Particles over their lifetime.
Setting this has no effect if you haven't also applied a
particleColor to this Emitter.
The internal complete flag.
Treat this property as read-only.
An internal object holding the configuration for the Emitter.
These are populated as part of the Emitter configuration parsing.
You typically do not access them directly, but instead use the
ParticleEmitter.setConfig or ParticleEmitter.updateConfig methods.
The current animation index.
Treat this property as read-only.
The current frame index.
Treat this property as read-only.
Customized WebGL render nodes of this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. A default set of RenderNodes are coded into the engine, but they will check here first to see if a custom one exists.
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.
A function to call when a particle dies.
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#deathCallback.
An array containing Particle Death Zone objects. A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.
Prior to Phaser v3.60 an Emitter could only have one single Death Zone. In 3.60 they can now have an array of Death Zones.
The default RenderNodes for this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. These are the nodes that are used if no custom ones are set.
RenderNodes are identified by a unique key for their role.
Common role keys include:
The number of milliseconds to wait after emission before the particles start updating. This allows you to emit particles that appear 'static' or still on-screen and then, after this value, begin to move.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
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.
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 number of milliseconds this emitter will emit particles for when in flow mode, before it stops emission. A value of 0 (the default) means there is no duration.
When the duration expires the STOP event is emitted. Note that entering a
stopped state doesn't mean all the particles have finished, just that it's
not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
The counter is reset each time the ParticleEmitter.start method is called.
0 means the emitter will not stop based on duration.
The internal elasped counter.
Treat this property as read-only.
A function to call when a particle is emitted.
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#emitCallback.
Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
Already alive particles will continue to update until they expire.
Controlled by Phaser.GameObjects.Particles.ParticleEmitter#start and Phaser.GameObjects.Particles.ParticleEmitter#stop.
An array containing Particle Emission Zones. These can be either EdgeZones or RandomZones.
Particles are emitted from a randomly selected zone from this array.
Prior to Phaser v3.60 an Emitter could only have one single Emission Zone. In 3.60 they can now have an array of Emission Zones.
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.
The internal flow counter.
Treat this property as read-only.
A Game Object whose position is used as the particle origin.
The offset of the particle origin from the Phaser.GameObjects.Particles.ParticleEmitter#follow target.
The Texture Frame this Game Object is using to render with.
The internal frame counter.
Treat this property as read-only.
The number of consecutive particles that receive a single texture frame (per frame cycle).
The texture frames assigned to particles.
For a flow emitter, the time interval (>= 0) between particle flow cycles in ms. A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting. For an exploding emitter, this value will be -1. Calling Phaser.GameObjects.Particles.ParticleEmitter#flow also puts the emitter in flow mode (frequency >= 0). Calling Phaser.GameObjects.Particles.ParticleEmitter#explode also puts the emitter in explode mode (frequency = -1).
Horizontal acceleration applied to emitted particles, in pixels per second squared.
Vertical acceleration applied to emitted particles, in pixels per second squared.
ReadonlyhasA property indicating that a Game Object has this component.
The number of milliseconds to wait after a particle has finished its life before it will be removed. This allows you to 'hold' a particle on the screen once it has reached its final state before it then vanishes.
Note that all particle updates will cease, including changing alpha, scale, movement or animation.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
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 lifespan of the emitted particles. This value is given in milliseconds and defaults to 1000ms (1 second). When a particle reaches this amount it is killed.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
ReadonlylightingShould this GameObject use lighting?
This flag is used to set up WebGL shaders for rendering.
The Mask this Game Object is using during render.
The maximum number of alive and rendering particles this emitter will update. When this limit is reached, a particle needs to die before another can be emitted.
0 means no limits.
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.
Set to hard limit the amount of particle objects this emitter is allowed to create
in total. This is the number of Particle instances it can create, not the number
of 'alive' particles.
0 means unlimited.
The maximum horizontal velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The maximum vertical velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
Whether moveToX and moveToY are set. Set automatically during configuration.
When true the particles move toward the moveToX and moveToY coordinates and arrive at the end of their life. Emitter angle, speedX, and speedY are ignored.
The x coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The y coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
An internal object holding all of the EmitterOp instances.
These are populated as part of the Emitter configuration parsing.
You typically do not access them directly, but instead use the
provided getters and setters on this class, such as ParticleEmitter.speedX etc.
The parent Container of this Game Object, if it has one.
The alpha value of the emitted particles. This is a value between 0 and 1. Particles with alpha zero are invisible and are therefore not rendered, but are still processed by the Emitter.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The angle at which the particles are emitted. The values are
given in degrees. This allows you to control the direction
of the emitter. If you wish instead to change the rotation
of the particles themselves, see the particleRotate property.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
Set to false to send them to the back.
Also see the sortOrder property for more complex particle sorting.
The Particle Class which will be emitted by this Emitter.
A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill property to change between
an additive and replacement tint mode.
When you define the color via the Emitter config you should give
it as an array of color values. The Particle will then interpolate
through these colors over the course of its lifespan. Setting this
will override any tint value that may also be given.
This is a WebGL only feature.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The rotation (or angle) of each particle when it is emitted. The value is given in degrees and uses a right-handed coordinate system, where 0 degrees points to the right, 90 degrees points down and -90 degrees points up.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The horizontal scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The vertical scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill property to change between
an additive and replacement tint mode.
The tint value will be overriden if a color array is provided.
This is a WebGL only feature.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The x coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The y coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A list of Particle Processors being managed by this Emitter.
The number of particles that are emitted each time an emission occurs, i.e. from one 'explosion' or each frame in a 'flow' cycle.
The default is 1.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A radial emitter will emit particles in all directions between angle min and max, using Phaser.GameObjects.Particles.ParticleEmitter#speed as the value. If set to false then this acts as a point Emitter. A point emitter will emit particles only in the direction derived from the speedX and speedY values.
Whether animations Phaser.GameObjects.Particles.ParticleEmitter#anims are selected at random.
Whether texture Phaser.GameObjects.Particles.ParticleEmitter#frames are selected at random.
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.
An object to store render node specific data in, to be read by the render nodes this Game Object uses.
Render nodes store their data under their own name, not their role.
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.
Should this GameObject use self-shadowing?
Self-shadowing is only enabled if lighting is enabled.
The game config option render.selfShadow is used if this is not a boolean.
This flag is used to set up WebGL shaders for rendering.
An internal property used to tell when the emitter is in fast-forwarc mode.
The callback used to sort the particles. Only used if sortProperty
has been set. Set this via the setSortCallback method.
When sortProperty is defined this controls the sorting order,
either ascending or descending. Toggle to control the visual effect.
Optionally sort the particles before they render based on this
property. The property must exist on the Particle class, such
as y, lifeT, scaleX, etc.
When set this overrides the particleBringToTop setting.
To reset this and disable sorting, so this property to an empty string.
The initial speed of emitted particles, in pixels per second.
If using this as a getter it will return the speedX value.
If using it as a setter it will update both speedX and speedY to the
given value.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The initial horizontal speed of emitted particles, in pixels per second.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The initial vertical speed of emitted particles, in pixels per second.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
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.
If set, either via the Emitter config, or by directly setting this property,
the Particle Emitter will stop emitting particles once this total has been
reached. It will then enter a 'stopped' state, firing the STOP
event. Note that entering a stopped state doesn't mean all the particles
have finished, just that it's not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
Use this if you wish to launch an exact number of particles and then stop your emitter afterwards.
The counter is reset each time the ParticleEmitter.start method is called.
0 means the emitter will not stop based on total emitted particles.
The internal stop counter.
Treat this property as read-only.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.
The tint fill mode used by the Particles in this Emitter.
false = An additive tint (the default), where vertices colors are blended with the texture.
true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.
Whether the emitter's Phaser.GameObjects.Particles.ParticleEmitter#visible state will track the Phaser.GameObjects.Particles.ParticleEmitter#follow target's visibility state.
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.
An optional Rectangle object that is used during rendering to cull Particles from display. For example, if your particles are limited to only move within a 300x300 sized area from their origin, then you can set this Rectangle to those dimensions.
The renderer will check to see if the viewBounds Rectangle intersects with the
Camera bounds during the render step and if not it will skip rendering the Emitter
entirely.
This allows you to create many emitters in a Scene without the cost of rendering if the contents aren't visible.
Note that the Emitter will not perform any checks to see if the Particles themselves
are outside of these bounds, or not. It will simply check the bounds against the
camera. Use the getBounds method with the advance parameter to help define
the location and placement of the view bounds.
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.
An internal Transform Matrix used to cache this emitters world matrix.
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.
The internal zone index.
Treat this property as read-only.
The internal zone total.
Treat this property as read-only.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
Adds a new Particle Death Zone to this Emitter.
A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.
The source can be a Geometry Shape, such as a Circle, Rectangle or Triangle.
Any valid object from the Phaser.Geometry namespace is allowed, as long as
it supports a contains function. You can set the type to be either onEnter
or onLeave.
A single Death Zone instance can only exist once within this Emitter, but can belong to multiple Emitters.
A Death Zone configuration object, a Death Zone instance, a valid Geometry object or an array of them.
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 a new Particle Emission Zone to this Emitter.
An EdgeZone places particles on its edges. Its source can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getPoints method.
A RandomZone places the particles randomly within its interior. Its source can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getRandomPoint method.
An Emission Zone can only exist once within this Emitter.
An Emission Zone configuration object, a RandomZone or EdgeZone instance, or an array of them.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Creates a Particle Bounds processor and adds it to this Emitter.
This processor will check to see if any of the active Particles hit the defined boundary, as specified by a Rectangle shape in world-space.
If so, they are 'rebounded' back again by having their velocity adjusted.
The strength of the rebound is controlled by the Particle.bounce
property.
You should be careful to ensure that you emit particles within a bounds, if set, otherwise it will lead to unpredictable visual results as the particles are hastily repositioned.
The Particle Bounds processor is returned from this method. If you wish
to modify the area you can directly change its bounds property, along
with the collideLeft etc values.
To disable the bounds you can either set its active property to false,
or if you no longer require it, call ParticleEmitter.removeParticleProcessor.
The x-coordinate of the left edge of the boundary, or an object representing a rectangle.
Optionaly: numberThe y-coordinate of the top edge of the boundary.
Optionalwidth: numberThe width of the boundary.
Optionalheight: numberThe height of the boundary.
OptionalcollideLeft: booleanWhether particles interact with the left edge of the bounds. Default true.
OptionalcollideRight: booleanWhether particles interact with the right edge of the bounds. Default true.
OptionalcollideTop: booleanWhether particles interact with the top edge of the bounds. Default true.
OptionalcollideBottom: booleanWhether particles interact with the bottom edge of the bounds. Default true.
Adds a Particle Processor, such as a Gravity Well, to this Emitter.
It will start processing particles from the next update as long as its active
property is set.
The Particle Processor to add to this Emitter Manager.
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.
Whether this emitter is at either its hard-cap limit (maxParticles), if set, or the max allowed number of 'alive' particles (maxAliveParticles).
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Clear all Death Zones from this Particle Emitter.
Clear all Emission Zones from this Particle Emitter.
Clears the mask that this Game Object was using.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
OptionaldestroyMask: booleanDestroy the mask before clearing it? Default false.
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.
Prints a warning to the console if you mistakenly call this function thinking it works the same way as Phaser v3.55.
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
Optionalgraphics: GameObjects.Graphics | ShapeA Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.
Creates a new Gravity Well, adds it to this Emitter and returns a reference to it.
Configuration settings for the Gravity Well to create.
Sorts active particles with Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback.
Calculates the difference of two particles, for sorting them by depth.
The first particle.
The second particle.
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.
Emits particles at a given position (or the emitters current position).
Optionalcount: numberThe number of Particles to emit. Default this.quantity.
Optionalx: numberThe x coordinate to emit the Particles from. Default this.x.
Optionaly: numberThe y coordinate to emit the Particles from. Default this.x.
Emits particles at the given position. If no position is given, it will emit from this Emitters current location.
Optionalx: numberThe x coordinate to emit the Particles from. Default this.x.
Optionaly: numberThe y coordinate to emit the Particles from. Default this.x.
Optionalcount: numberThe number of Particles to emit. Default this.quantity.
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.
Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once.
Optionalcount: numberThe number of Particles to emit. Default this.quantity.
Optionalx: numberThe x coordinate to emit the Particles from. Default this.x.
Optionaly: numberThe y coordinate to emit the Particles from. Default this.x.
Fast forwards this Particle Emitter and all of its particles.
Works by running the Emitter preUpdate handler in a loop until the time
has been reached at delta steps per loop.
All callbacks and emitter related events that would normally be fired will still be invoked.
You can make an emitter 'fast forward' via the emitter config using the
advance property. Set this value to the number of ms you wish the
emitter to be fast-forwarded by. Or, call this method post-creation.
The number of ms to advance the Particle Emitter by.
Optionaldelta: numberThe amount of delta to use for each step. Defaults to 1000 / 60.
Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow.
To resume a flow at the current frequency and quantity, use Phaser.GameObjects.Particles.ParticleEmitter#start instead.
The time interval (>= 0) of each flow cycle, in ms.
Optionalcount: EmitterOpOnEmitTypeThe number of particles to emit at each flow cycle. Default 1.
OptionalstopAfter: numberStop this emitter from firing any more particles once this value is reached. Set to zero for unlimited. Setting this parameter will override any stopAfter value already set in the Emitter configuration object.
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.
Calls a function for each active particle in this emitter. The function is sent two parameters: a reference to the Particle instance and to this Emitter.
The function.
The functions calling context.
Calls a function for each inactive particle in this emitter.
The function.
The functions calling context.
Gets the number of active (in-use) particles in this emitter.
Chooses an animation from Phaser.GameObjects.Particles.ParticleEmitter#anims, if populated.
Returns a bounds Rectangle calculated from the bounds of all currently
active Particles in this Emitter. If this Emitter has only just been
created and not yet rendered, then calling this method will return a Rectangle
with a max safe integer for dimensions. Use the advance parameter to
avoid this.
Typically it takes a few seconds for a flow Emitter to 'warm up'. You can
use the advance and delta parameters to force the Emitter to
'fast forward' in time to try and allow the bounds to be more accurate,
as it will calculate the bounds based on the particle bounds across all
timesteps, giving a better result.
You can also use the padding parameter to increase the size of the
bounds. Emitters with a lot of randomness in terms of direction or lifespan
can often return a bounds smaller than their possible maximum. By using
the padding (and advance if needed) you can help limit this.
Optionalpadding: numberThe amount of padding, in pixels, to add to the bounds Rectangle.
Optionaladvance: numberThe number of ms to advance the Particle Emitter by. Defaults to 0, i.e. not used.
Optionaldelta: numberThe amount of delta to use for each step. Defaults to 1000 / 60.
Optionaloutput: Geom.RectangleThe Rectangle to store the results in. If not given a new one will be created.
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values object. For example, if you had a key called gold you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
The key of the value to retrieve, or an array of keys.
Gets the number of inactive (available) particles in this emitter.
Takes the given particle and checks to see if any of the configured Death Zones
will kill it and returns the result. This method is called automatically as part
of the Particle.update process.
The particle to test against the Death Zones.
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.
Takes the given particle and sets its x/y coordinates to match the next available
emission zone, if any have been configured. This method is called automatically
as part of the Particle.fire process.
The Emit Zones are iterated in sequence. Once a zone has had a particle emitted from it, then the next zone is used and so on, in a loop.
The particle to set the emission zone for.
Chooses a texture frame from Phaser.GameObjects.Particles.ParticleEmitter#frames.
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 total number of particles in this emitter.
Gets all active Particle Processors.
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.
Initializes the render nodes for this Game Object.
This method is called when the Game Object is added to the Scene. It is responsible for setting up the default render nodes this Game Object will use.
The default render nodes to set for this Game Object.
Deactivates every particle in this emitter immediately.
This particles are killed but do not emit an event or callback.
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.
Sets a function to call for each particle death.
The function.
Optionalcontext: anyThe function's calling context.
Sets a function to call for each newly emitted particle.
The function.
Optionalcontext: anyThe calling context.
Takes either a Rectangle Geometry object or an Arcade Physics Body and tests to see if it intersects with any currently alive Particle in this Emitter.
Overlapping particles are returned in an array, where you can perform further processing on them. If nothing overlaps then the array will be empty.
Deactivates the emitter.
Destroys this Particle Emitter and all Particles it owns.
Updates this emitter and its particles.
The current timestamp as generated by the Request Animation Frame or SetTimeout.
The delta time, in ms, elapsed since the last frame.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes the given Particle Death Zone from this Emitter.
The Death Zone that should be removed from this Emitter.
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 given Particle Emission Zone from this Emitter.
The Emission Zone that should be removed from this Emitter.
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.
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.
Removes a Particle Processor from this Emitter.
The Processor must belong to this Emitter to be removed.
It is not destroyed when removed, allowing you to move it to another Emitter Manager,
so if you no longer require it you should call its destroy method directly.
The Particle Processor to remove from this Emitter Manager.
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.
Creates inactive particles and adds them to this emitter's pool.
If ParticleEmitter.maxParticles is set it will limit the
value passed to this method to make sure it's not exceeded.
The number of particles to create.
Resets the internal counter trackers.
You shouldn't ever need to call this directly.
The frequency counter.
Set the complete flag.
Activates the emitter.
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.
Sets a pattern for assigning animations to emitted particles. The anims configuration can be any of:
anim: 'red' anim: [ 'red', 'green', 'blue', 'pink', 'white' ] anim: { anims: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
Call this method at least once before any particles are created, or set anim in the Particle Emitter's configuration when creating the Emitter.
One or more animations, or a configuration object.
OptionalpickRandom: booleanWhether animations should be assigned at random from anims. If a config object is given, this parameter is ignored. Default true.
Optionalquantity: numberThe number of consecutive particles that will receive each animation. If a config object is given, this parameter is ignored. Default 1.
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.
Takes an Emitter Configuration file and resets this Emitter, using any properties defined in the config to then set it up again.
Settings for this emitter.
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 angle of a Phaser.GameObjects.Particles.ParticleEmitter#radial particle stream.
The value is given in degrees using Phaser's right-handed coordinate system.
The angle of the initial velocity of emitted particles, in degrees.
Sets a pattern for assigning texture frames to emitted particles. The frames configuration can be any of:
frame: 0 frame: 'red' frame: [ 0, 1, 2, 3 ] frame: [ 'red', 'green', 'blue', 'pink', 'white' ] frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
One or more texture frames, or a configuration object.
OptionalpickRandom: booleanWhether frames should be assigned at random from frames. Default true.
Optionalquantity: numberThe number of consecutive particles that will receive each frame. Default 1.
Changes the currently active Emission Zone. The zones should have already
been added to this Emitter either via the emitter config, or the
addEmitZone method.
Call this method by passing either a numeric zone index value, or the zone instance itself.
Prior to v3.60 an Emitter could only have a single Emit Zone and this method was how you set it. From 3.60 and up it now performs a different function and swaps between all available active zones.
The Emit Zone to set as the active zone.
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 frame this Game Object will use to render with.
If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.
If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.
Calling setFrame will modify the width and height properties of your Game Object.
It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.
The name or index of the frame within the Texture, or a Frame instance.
OptionalupdateSize: booleanShould this call adjust the size of the Game Object? Default true.
OptionalupdateOrigin: booleanShould this call adjust the origin of the Game Object? Default true.
Sets the emitter's Phaser.GameObjects.Particles.ParticleEmitter#frequency and Phaser.GameObjects.Particles.ParticleEmitter#quantity.
The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode.
Optionalquantity: EmitterOpOnEmitTypeThe number of particles to release at each flow cycle or explosion.
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 whether this GameObject should use lighting.
true to use lighting, or false to disable it.
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and must be a GeometryMask. This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
The mask this Game Object will use when rendering.
Sets the name property of this Game Object and returns this Game Object for further chaining.
The name property is not populated by Phaser and is presented for your own use.
The name to be given to this Game Object.
Sets the opacity (alpha) of emitted particles.
You can also set the alpha of the entire emitter via setAlpha.
A value between 0 (transparent) and 1 (opaque).
Sets the gravity applied to emitted particles.
Horizontal acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.
Vertical acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.
Sets the lifespan of newly emitted particles in milliseconds.
The lifespan of a particle, in ms.
Sets the vertical and horizontal scale of the emitted particles.
You can also set the scale of the entire emitter via setScale.
Optionalx: numberThe horizontal scale of the emitted Particles. Default 1.
Optionaly: numberThe vertical scale of emitted Particles. If not set it will use the x value. Default x.
Sets the initial radial speed of emitted particles.
Changes the emitter to radial mode.
The horizontal speed of the emitted Particles.
Optionaly: numberThe vertical speed of emitted Particles. If not set it will use the x value. Default x.
Sets the color tint of emitted particles.
This is a WebGL only feature.
A value between 0 and 0xffffff.
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 number of particles released at each flow cycle or explosion.
The number of particles to release at each flow cycle or explosion.
Turns Phaser.GameObjects.Particles.ParticleEmitter#radial particle movement on or off.
Optionalvalue: booleanRadial mode (true) or point mode (true). Default true.
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.
Adds an entry to the renderNodeData object of this game object.
If key is not set, it is created. If it is set, it is updated.
If value is undefined and key exists, the key is removed.
The render node to set the data for. If a string, it should be the name of the render node.
The key of the property to set.
The value to set the property to.
Sets the RenderNode for a given role.
Also sets the relevant render node data object, if specified.
If the node cannot be set, no changes are made.
The key of the role to set the render node for.
The render node to set on this Game Object. Either a string, or a RenderNode instance. If null, the render node is removed, along with its data.
OptionalrenderNodeData: objectAn object to store render node specific data in, to be read by the render nodes this Game Object uses.
OptionalcopyData: booleanShould the data be copied from the renderNodeData object? Default false.
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 whether this GameObject should use self-shadowing.
Self-shadowing is only enabled if lighting is also enabled.
Optionalenabled: booleantrue to use self-shadowing, false to disable it, null to use the game default from config.render.selfShadow, or undefined to keep the setting.
Optionalpenumbra: numberThe penumbra value for the shadow. Lower is sharper but more jagged. Default is 0.5.
OptionaldiffuseFlatThreshold: numberThe texture brightness threshold at which the diffuse lighting will be considered flat. Range is 0-1. Default is 1/3.
Sets a callback to be used to sort the particles before rendering each frame.
This allows you to define your own logic and behavior in the callback.
The callback will be sent two parameters: the two Particles being compared,
and must adhere to the criteria of the compareFn in Array.sort:
Call this method with no parameters to reset the sort callback.
Setting your own callback will override both the particleBringToTop and
sortProperty settings of this Emitter.
Optionalcallback: ParticleSortCallbackThe callback to invoke when the particles are sorted. Leave undefined to reset to the default.
Set the property by which active particles are sorted prior to be rendered.
It allows you to control the rendering order of the particles.
This can be any valid property of the Particle class, such as y, alpha
or lifeT.
The 'alive' particles array is sorted in place each game frame. Setting a
sort property will override the particleBringToTop setting.
If you wish to use your own sorting function, see setSortCallback instead.
Optionalproperty: stringThe property on the Particle class to sort by.
Optionalascending: booleanShould the particles be sorted in ascending or descending order? Default true.
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 texture and frame this Game Object will use to render with.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
Calling this method will modify the width and height properties of your Game Object.
It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.
The key of the texture to be used, as stored in the Texture Manager, or a Texture instance.
Optionalframe: string | numberThe name or index of the frame within the Texture.
OptionalupdateSize: booleanShould this call adjust the size of the Game Object? Default true.
OptionalupdateOrigin: booleanShould this call change the origin of the Game Object? Default true.
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.
Turns Phaser.GameObjects.Particles.ParticleEmitter#on the emitter and resets the flow counter.
If this emitter is in flow mode (frequency >= 0; the default), the particle flow will start (or restart).
If this emitter is in explode mode (frequency = -1), nothing will happen. Use Phaser.GameObjects.Particles.ParticleEmitter#explode or Phaser.GameObjects.Particles.ParticleEmitter#flow instead.
Calling this method will emit the START event.
Optionaladvance: numberAdvance this number of ms in time through the emitter. Default 0.
Optionalduration: numberLimit this emitter to only emit particles for the given number of ms. Setting this parameter will override any duration already set in the Emitter configuration object. Default 0.
Continuously moves the particle origin to follow a Game Object's position.
The Object to follow.
OptionaloffsetX: numberHorizontal offset of the particle origin from the Game Object. Default 0.
OptionaloffsetY: numberVertical offset of the particle origin from the Game Object. Default 0.
OptionaltrackVisible: booleanWhether the emitter's visible state will track the target's visible state. Default false.
Turns off the emitter and
stops it from emitting further particles. Currently alive particles will remain
active until they naturally expire unless you set the kill parameter to true.
Calling this method will emit the STOP event. When the final particle has
expired the COMPLETE event will be emitted.
Optionalkill: booleanKill all particles immediately (true), or leave them to die after their lifespan expires? (false, the default) Default false.
Stops following a Game Object.
Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata event is emitted from this Game Object.
The key to toggle the value for.
Creates a description of this emitter suitable for JSON serialization.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
Takes an existing Emitter Configuration file and updates this Emitter.
Existing properties are overriden while new properties are added. The
updated configuration is then passed to the setConfig method to reset
the Emitter with the updated configuration.
Settings for this emitter.
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.
A Particle Emitter is a special kind of Game Object that controls a pool of Particles.
Particle Emitters are created via a configuration object. The properties of this object can be specified in a variety of formats, given you plenty of scope over the values they return, leading to complex visual effects. Here are the different forms of configuration value you can give:
An explicit static value:
The x value will always be 400 when the particle is spawned.
A random value:
The x value will be one of the 4 elements in the given array, picked at random on emission.
A custom callback:
The x value is the result of calling this function. This is only used when the particle is emitted, so it provides it's initial starting value. It is not used when the particle is updated (see the onUpdate callback for that)
A start / end object:
This allows you to control the change in value between the given start and end parameters over the course of the particles lifetime:
The particle scale will start at 0 when emitted and ease to a scale of 1 over the course of its lifetime. You can also specify the ease function used for this change (the default is Linear):
A start / end random object:
The start and end object can have an optional
randomparameter. This forces it to pick a random value between the two values and use this as the starting value, then easing to the 'end' parameter over its lifetime.The particle will start with a random scale between 0.5 and 4 and then scale to the end value over its lifetime. You can combine the above with the
easeparameter as well to control the value easing.An interpolation object:
You can provide an array of values which will be used for interpolation during the particles lifetime. You can also define the interpolation function to be used. There are three provided:
linear(the default),bezierandcatmull, or you can provide your own function.The particle scale will interpolate from 50 when emitted to 800 via the other points over the course of its lifetime. You can also specify an ease function used to control the rate of change through the values (the default is Linear):
A stepped emitter object:
The
stepsparameter allows you to control the placement of sequential particles across the start-end range:Here we have a range of 576 (start to end). This is divided into 32 steps.
The first particle will emit at the x position of 0. The next will emit at the next 'step' along, which would be 18. The following particle will emit at the next step, which is 36, and so on. Because the range of 576 has been divided by 32, creating 18 pixels steps. When a particle reaches the 'end' value the next one will start from the beginning again.
A stepped emitter object with yoyo:
You can add the optional
yoyoproperty to a stepped object:As with the stepped emitter, particles are emitted in sequence, from 'start' to 'end' in step sized jumps. Normally, when a stepped emitter reaches the end it snaps around to the start value again. However, if you provide the 'yoyo' parameter then when it reaches the end it will reverse direction and start emitting back down to 'start' again. Depending on the effect you require this can often look better.
A min / max object:
This allows you to pick a random float value between the min and max properties:
The x value will be a random float between min and max.
You can force it select an integer by setting the 'int' flag:
Or, you could use the 'random' array approach (see below)
A random object:
This allows you to pick a random integer value between the first and second array elements:
The x value will be a random integer between 100 and 700 as it takes the first element in the 'random' array as the 'min' value and the 2nd element as the 'max' value.
Custom onEmit and onUpdate callbacks:
If the above won't give you the effect you're after, you can provide your own callbacks that will be used when the particle is both emitted and updated:
You can provide either one or both functions. The
onEmitis called at the start of the particles life and defines the value of the property on birth.The
onUpdatefunction is called every time the Particle Emitter updates until the particle dies. Both must return a value.The properties are:
particle - A reference to the Particle instance. key - The string based key of the property, i.e. 'x' or 'lifespan'. t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death). value - The current property value. At a minimum you should return this.
By using the above configuration options you have an unlimited about of control over how your particles behave.
v3.55 Differences
Prior to v3.60 Phaser used a
ParticleEmitterManager. This was removed in v3.60 and now callingthis.add.particlesreturns aParticleEmitterinstance instead.In order to streamline memory and the display list we have removed the
ParticleEmitterManagerentirely. When you callthis.add.particlesyou're now creating aParticleEmitterinstance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends theGameObjectbase class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:
This will create a 'red flare' emitter at 100 x 300.
Please update your code to ensure it adheres to the new function signatures.