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. Default 0.
Optionaly: numberThe vertical position of this Game Object in the world. Default 0.
Optionalwidth: numberThe width of the Render Texture. Default 32.
Optionalheight: numberThe height of the Render Texture. Default 32.
OptionalforceEven: booleanForce the given width and height to be rounded to even values. This significantly improves the rendering quality. Set to false if you know you need an odd sized texture. Default true.
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 alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The angle of this Game Object as expressed in degrees.
Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.
If you prefer to work in radians, see the rotation property instead.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
An internal Camera that can be used to move around this Render Texture.
Control it just like you would any Scene Camera. The difference is that it only impacts the placement of Game Objects that you then draw to this texture.
You can scroll, zoom and rotate this Camera.
This property is a reference to RenderTexture.texture.camera.
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:
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.
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 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.
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
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 horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The Texture Frame this Game Object is using to render with.
ReadonlyhasA property indicating that a Game Object has this component.
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or use
the displayHeight property.
This Game Object will ignore all calls made to its destroy method if this flag is set to true.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive().
A boolean flag indicating if this Game Object is being cropped or not.
You can toggle this at any time after setCrop has been called, to turn cropping on or off.
Equally, calling setCrop with no arguments will reset the crop and disable it.
ReadonlyisWhether this RenderTexture is currently executing renderWebGL.
This is used to prevent infinite loops when drawing containers.
You should not set this property directly.
ReadonlyisDoes this Game Object have a tint applied?
It checks to see if the 4 tint properties are set to the value 0xffffff
and that the tintFill property is false. This indicates that a Game Object isn't tinted.
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 size of the base filter texture. Filters may use a larger texture after the base texture is rendered. The maximum texture size is 4096 in WebGL. You may set this lower to save memory or prevent resizing.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
ReadonlyoriginThe horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.
Set this value with setOrigin().
ReadonlyoriginThe vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.
Set this value with setOrigin().
The parent Container of this Game Object, if it has one.
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.
The render mode of this Render Texture. Set this property to change how the Render Texture is rendered.
render() and redraws the texture every frame,
but does not render itself. This is useful for updating textures
for reuse by other objects.render() then draws the texture to the frame.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.
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
The tint value being applied to the whole of the Game Object.
Return tintTopLeft when read this tint property.
The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint fill mode.
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.
The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
A textual representation of this Game Object, i.e. sprite.
Used internally by Phaser but is available for your own custom classes to populate.
The current vertex rounding mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions. It can have several values:
off - No rounding is applied.safe - Rounding is applied if the object is 'safe'.safeAuto - Rounding is applied if the object is 'safe' and the camera has roundPixels enabled.full - Rounding is always applied.fullAuto - Rounding is always applied if the camera has roundPixels enabled.A 'safe' object is one that is not rotated or scaled by any transform matrix while rendering. The effective transform is a simple translation. In such cases, rounding will affect all vertices the same way.
Using full rounding can cause vertices to wobble, because they might not be aligned to the pixel grid. Full rounding gives a janky look like PS1 games.
You can use other values if you want to create your own custom rounding modes.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or use
the displayWidth property.
The x position of this Game Object.
The y position of this Game Object.
The z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE event from this Game Object.
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 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.
Adds a callback to run during the render process. This callback runs as a step in the command buffer. It can be used to set up conditions for the next draw step.
Note that this will only execute after render() is called.
A callback function to run during the render process.
Draws the given object to this Render Texture. This allows you to draw the object as it appears in the game world, or with various parameter overrides in the config.
Any renderable GameObject.
The configuration object for the capture.
Clears a portion or everything from this Render Texture by erasing it and resetting it back to
a blank, transparent, texture. To clear an area, specify the x, y, width and height.
Optionalx: numberThe left coordinate of the fill rectangle. Default 0.
Optionaly: numberThe top coordinate of the fill rectangle. Default 0.
Optionalwidth: numberThe width of the fill rectangle. Default this.width.
Optionalheight: numberThe height of the fill rectangle. Default this.height.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Clears the mask that this Game Object was using.
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.
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.
Copies an object's coordinates to this Game Object's position.
An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.
Creates 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.
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.
Draws the given object, or an array of objects, to this RenderTexture.
It can accept any of the following:
Scene.children to draw the whole list.Note 1: You cannot draw a Render Texture to itself.
Note 2: GameObjects will use the camera, while textures and frames will not.
Textures and frames are drawn using the stamp method.
If passing in a Group or Container it will only draw children that return true
when their willRender() method is called. I.e. a Container with 10 children,
5 of which have visible=false will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame instead.
You can pass in the x and y coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
For textures and frames, the x and y values are the middle of the texture.
The alpha and tint values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.
Optionalx: numberThe x position to draw the Frame at, or the offset applied to the object. Default 0.
Optionaly: numberThe y position to draw the Frame at, or the offset applied to the object. Default 0.
Optionalalpha: numberThe alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. Default 1.
Optionaltint: numberThe tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. Default 0xffffff.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Enable this Game Object to have filters.
You need to call this method if you want to use the filterCamera
and filters properties. It sets up the necessary data structures.
You may disable filter rendering with the renderFilters property.
This is a WebGL only feature. It will return early if not available.
Draws the given object, or an array of objects, to this Render Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels present in the objects from this texture.
This method uses the draw method internally,
and the parameters behave the same way.
Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these.
Optionalx: numberThe x position to draw the Frame at, or the offset applied to the object. Default 0.
Optionaly: numberThe y position to draw the Frame at, or the offset applied to the object. Default 0.
Return an array listing the events for which the emitter has registered listeners.
Fills this Render Texture with the given color.
By default it will fill the entire texture, however you can set it to fill a specific rectangular area by using the x, y, width and height arguments.
The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.
The color to fill this Render Texture with, such as 0xff0000 for red.
Optionalalpha: numberThe alpha value used by the fill. Default 1.
Optionalx: numberThe left coordinate of the fill rectangle. Default 0.
Optionaly: numberThe top coordinate of the fill rectangle. Default 0.
Optionalwidth: numberThe width of the fill rectangle. Default this.width.
Optionalheight: numberThe height of the fill rectangle. Default this.height.
Focus the filter camera.
This sets the size and position of the filter camera to match the GameObject.
This is called automatically on render if filtersAutoFocus is enabled.
This will focus on the GameObject's raw dimensions if available. If the GameObject has no dimensions, this will focus on the context: the camera belonging to the DrawingContext used to render the GameObject. Context focus occurs during rendering, as the context is not known until then.
Manually override the focus of the filter camera.
This allows you to set the size and position of the filter camera manually.
It deactivates filtersAutoFocus when called.
The camera will set scroll to place the game object at the
given position within a rectangle of the given width and height.
For example, calling focusFiltersOverride(400, 200, 800, 600)
will focus the camera to place the object's center
100 pixels above the center of the camera (which is at 400x300).
Optionalx: numberThe x-coordinate of the focus point, relative to the filter size. Default is the center.
Optionaly: numberThe y-coordinate of the focus point, relative to the filter size. Default is the center.
Optionalwidth: numberThe width of the focus area. Default is the filter width.
Optionalheight: numberThe height of the focus area. Default is the filter height.
Gets the bottom-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values object. For example, if you had a key called gold you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
The key of the value to retrieve, or an array of keys.
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
Gets the left-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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 right-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the top-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the top-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the top-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
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.
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.
ProtectedpreInternal destroy handler, called as part of the destroy process.
Sets the preserve flag for this Dynamic Texture.
Ordinarily, after each render, the command buffer is cleared.
When this flag is set to true, the command buffer is preserved between renders.
This makes it possible to repeat the same drawing commands on each render.
Make sure to call clear() at the start if you don't want to accumulate
drawing detail over the top of itself.
Whether to preserve the command buffer after rendering.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Removes 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.
Render the buffered drawing commands to this Dynamic Texture. You must do this in order to see anything drawn to it.
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.
Takes the given Texture Frame and draws it to this Dynamic Texture as a fill pattern,
i.e. in a grid-layout based on the frame dimensions.
It uses a TileSprite internally to draw the frame repeatedly.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, width, height, alpha and tint value to apply to the frames before they are drawn. The position controls the top-left where the repeating fill will start from. The width and height control the size of the filled area.
The position can be negative if required, but the dimensions cannot.
This method respects the camera settings of the Dynamic Texture.
The key of the texture to be used, as stored in the Texture Manager.
Optionalframe: string | numberThe name or index of the frame within the Texture. Set to null to skip this argument if not required.
Optionalx: numberThe x position to start drawing the frames from (can be negative to offset). Default 0.
Optionaly: numberThe y position to start drawing the frames from (can be negative to offset). Default 0.
Optionalwidth: numberThe width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture. Default this.width.
Optionalheight: numberThe height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture. Default this.height.
Optionalconfig: TileSpriteConfigThe configuration object for the TileSprite which repeats the texture, allowing you to set further properties on it.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
Resizes the Render Texture to the new dimensions given.
In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture. In Canvas it will resize the underlying canvas element.
Both approaches will erase everything currently drawn to the Render Texture.
Calling this will then invoke the setSize method, setting the internal size of this Game Object
to the values given to this method.
If the dimensions given are the same as those already being used, calling this method will do nothing.
The new width of the Render Texture.
Optionalheight: numberThe new height of the Render Texture. If not specified, will be set the same as the width. Default width.
OptionalforceEven: booleanForce the given width and height to be rounded to even values. This significantly improves the rendering quality. Set to false if you know you need an odd sized texture. Default true.
Stores a copy of this Render Texture in the Texture Manager using the given key.
After doing this, any texture based Game Object, such as a Sprite, can use the contents of this Render Texture by using the texture key:
var rt = this.add.renderTexture(0, 0, 128, 128);
// Draw something to the Render Texture
rt.saveTexture('doodle');
this.add.image(400, 300, 'doodle');
Updating the contents of this Render Texture will automatically update any Game Object
that is using it as a texture. Calling saveTexture again will not save another copy
of the same texture, it will just rename the key of the existing copy.
By default it will create a single base texture. You can add frames to the texture
by using the Texture.add method. After doing this, you can then allow Game Objects
to use a specific frame from a Render Texture.
If you destroy this Render Texture, any Game Object using it via the Texture Manager will stop rendering. Ensure you remove the texture from the Texture Manager and any Game Objects using it first, before destroying this Render Texture.
The unique key to store the texture as within the global Texture Manager.
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.
If your game is running under WebGL you can optionally specify four different alpha values, each of which
correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.
OptionaltopLeft: numberThe alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1.
OptionaltopRight: numberThe alpha value used for the top-right of the Game Object. WebGL only.
OptionalbottomLeft: numberThe alpha value used for the bottom-left of the Game Object. WebGL only.
OptionalbottomRight: numberThe alpha value used for the bottom-right of the Game Object. WebGL only.
Sets the angle of this Game Object.
Optionaldegrees: numberThe rotation of this Game Object, in degrees. Default 0.
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be below.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.
The BlendMode value. Either a string, a CONST or a number.
Applies a crop to a texture based Game Object, such as a Sprite or Image.
The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.
The crop size as well as coordinates can not exceed the the size of the texture frame.
The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
half of it, you could call setCrop(0, 0, 400, 600).
It is also scaled to match the Game Object scale automatically. Therefore a crop rectangle of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.
You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.
You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.
Optionalx: number | Geom.RectangleThe x coordinate to start the crop from. Cannot be negative or exceed the Frame width. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
Optionaly: numberThe y coordinate to start the crop from. Cannot be negative or exceed the Frame height.
Optionalwidth: numberThe width of the crop rectangle in pixels. Cannot exceed the Frame width.
Optionalheight: numberThe height of the crop rectangle in pixels. Cannot exceed the Frame height.
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData:
sprite.getData('gold');
Or you can access the value directly via the values property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata event is emitted from this Game Object.
If the key already exists, a changedata event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.
These events will be emitted regardless if you use this method to set the value, or the direct values setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
Optionaldata: anyThe value to set for the given key. If an object is provided as the key this argument is ignored.
Adds a Data Manager component to this Game Object.
The depth of this Game Object within the Scene.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
The depth of this Game Object. Ensure this value is only ever a number data-type.
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Optionalx: numberThe horizontal display origin value. Default 0.
Optionaly: numberThe vertical display origin value. If not defined it will be set to the value of x. Default x.
Sets the display size of this Game Object.
Calling this will adjust the scale.
The width of this Game Object.
The height of this Game Object.
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 horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The horizontal flipped state. false for no flip, or true to be flipped.
The horizontal flipped state. false for no flip, or true to be flipped.
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The flipped state. false for no flip, or true to be flipped.
Sets the vertical flipped state of this Game Object.
The flipped state. false for no flip, or true to be flipped.
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.
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 origin of this Game Object.
The values are given in the range 0 to 1.
Optionalx: numberThe horizontal origin value. Default 0.5.
Optionaly: numberThe vertical origin value. If not defined it will be set to the value of x. Default x.
Sets the origin of this Game Object based on the Pivot values in its Frame.
Sets the position of this Game Object.
Optionalx: numberThe x position of this Game Object. Default 0.
Optionaly: numberThe y position of this Game Object. If not set it will use the x value. Default x.
Optionalz: numberThe z position of this Game Object. Default 0.
Optionalw: numberThe w position of this Game Object. Default 0.
Sets the position of this Game Object to be a random position within the confines of the given area.
If no area is specified a random position between 0 x 0 and the game width x height is used instead.
The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.
Optionalx: numberThe x position of the top-left of the random area. Default 0.
Optionaly: numberThe y position of the top-left of the random area. Default 0.
Optionalwidth: numberThe width of the random area.
Optionalheight: numberThe height of the random area.
Set whether the filters should be rendered.
Sets the renderFilters property.
Whether the filters should be rendered.
Set the renderMode of this Render Texture.
Set this to change how the Render Texture is rendered.
render() and redraws the texture every frame,
but does not render itself. This is useful for updating textures
for reuse by other objects.render() then draws the texture to the frame.The render mode to set.
Optionalpreserve: booleanWhether to call preserve(true) to preserve the current command buffer. Default false.
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 the internal size of this Render Texture, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or call the
setDisplaySize method, which is the same thing as changing the scale but allows you
to do so by giving pixel values. You could also call the resize method, as that
will resize the underlying texture.
If you have enabled this Game Object for input, changing the size will also change the size of the hit area, unless you have defined a custom hit area.
The width of this Game Object.
The height of this Game Object.
Sets the size of this Game Object to be that of the given Frame.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or call the
setDisplaySize method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea object directly.
Optionalframe: boolean | FrameThe frame to base the size of this Game Object on.
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.
The key of the texture to be used, as stored in the Texture Manager.
Optionalframe: string | numberThe name or index of the frame within the Texture.
Sets an additive tint on this Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.
To remove a tint call clearTint.
To swap this from being an additive tint to a fill based tint set the property tintFill to true.
OptionaltopLeft: numberThe tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.
OptionaltopRight: numberThe tint being applied to the top-right of the Game Object.
OptionalbottomLeft: numberThe tint being applied to the bottom-left of the Game Object.
OptionalbottomRight: numberThe tint being applied to the bottom-right of the Game Object.
Sets a fill-based tint on this Game Object.
Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.
To remove a tint call clearTint.
To swap this from being a fill-tint to an additive tint set the property tintFill to false.
OptionaltopLeft: numberThe tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.
OptionaltopRight: numberThe tint being applied to the top-right of the Game Object.
OptionalbottomLeft: numberThe tint being applied to the bottom-left of the Game Object.
OptionalbottomRight: numberThe tint being applied to the bottom-right of the Game Object.
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.
Takes a snapshot of the whole of this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture a portion of this Render Texture see the snapshotArea method.
To capture just a specific pixel, see the snapshotPixel method.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Takes a snapshot of the given area of this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Render Texture see the snapshot method.
To capture just a specific pixel, see the snapshotPixel method.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.
The x coordinate to grab from.
The y coordinate to grab from.
The width of the area to grab.
The height of the area to grab.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Takes a snapshot of the given pixel from this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Render Texture see the snapshot method.
To capture a portion of this Render Texture see the snapshotArea method.
Unlike the two other snapshot methods, this one will send your callback a Color object
containing the color data for the requested pixel. It doesn't need to create an internal
Canvas or Image object, so is a lot faster to execute, using less memory than the other snapshot methods.
The x coordinate of the pixel to get.
The y coordinate of the pixel to get.
The Function to invoke after the snapshot pixel data is extracted.
Takes the given texture key and frame and then stamps it at the given x and y coordinates. You can use the optional 'config' argument to provide lots more options about how the stamp is applied, including the alpha, tint, angle, scale and origin.
By default, the frame will stamp on the x/y coordinates based on its center.
If you wish to stamp from the top-left, set the config originX and
originY properties both to zero.
This method ignores the camera property of the Dynamic Texture.
The key of the texture to be used, as stored in the Texture Manager.
Optionalframe: string | numberThe name or index of the frame within the Texture. Set to null to skip this argument if not required.
Optionalx: numberThe x position to draw the frame at. Default 0.
Optionaly: numberThe y position to draw the frame at. Default 0.
Optionalconfig: StampConfigThe stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp.
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.
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Toggles the vertical flipped state of this Game Object.
Returns a JSON representation of the Game Object.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
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 Render Texture is a combination of Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.
When should you use a Render Texture vs. a Dynamic Texture?
You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.
You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.
You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.
Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it, create your shape as a texture in an art package, then draw that to this texture.