phaser - v4.0.0-rc.4
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    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.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Methods

    addedToScene addListener addRenderStep addToDisplayList addToUpdateList callback capture clear clearAlpha clearMask clearTint copyPosition createGeometryMask destroy disableInteractive draw emit enableFilters erase eventNames fill focusFilters focusFiltersOnCamera focusFiltersOverride getBottomCenter getBottomLeft getBottomRight getBounds getCenter getData getDisplayList getIndexList getLeftCenter getLocalPoint getLocalTransformMatrix getParentRotation getRightCenter getTopCenter getTopLeft getTopRight getWorldPoint getWorldTransformMatrix incData initRenderNodes listenerCount listeners off on once preDestroy preserve removeAllListeners removedFromScene removeFromDisplayList removeFromUpdateList removeInteractive removeListener render renderWebGLFilters renderWebGLStep repeat resetFlip resize saveTexture setAbove setActive setAlpha setAngle setBelow setBlendMode setCrop setData setDataEnabled setDepth setDisplayOrigin setDisplaySize setFiltersAutoFocus setFiltersFocusContext setFiltersForceComposite setFilterSize setFlip setFlipX setFlipY setFrame setInteractive setLighting setMask setName setOrigin setOriginFromFrame setPosition setRandomPosition setRenderFilters setRenderMode setRenderNodeData setRenderNodeRole setRotation setScale setScrollFactor setSelfShadow setSize setSizeToFrame setState setTexture setTint setTintFill setToBack setToTop setVertexRoundMode setVisible setW setX setY setZ shutdown snapshot snapshotArea snapshotPixel stamp toggleData toggleFlipX toggleFlipY toJSON update updateDisplayOrigin willRender willRenderFilters willRoundVertices

    Constructors

    • Parameters

      • scene: Scene

        The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

      • Optionalx: number

        The horizontal position of this Game Object in the world. Default 0.

      • Optionaly: number

        The vertical position of this Game Object in the world. Default 0.

      • Optionalwidth: number

        The width of the Render Texture. Default 32.

      • Optionalheight: number

        The height of the Render Texture. Default 32.

      • OptionalforceEven: boolean

        Force 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.

      Returns GameObjects.RenderTexture

    Properties

    active: boolean

    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.

    alpha: number

    The alpha value of the Game Object.

    This is a global value, impacting the entire Game Object, not just a region of it.

    alphaBottomLeft: number

    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.

    alphaBottomRight: number

    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.

    alphaTopLeft: number

    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.

    alphaTopRight: number

    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.

    angle: number

    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.

    blendMode: string | number | BlendModes

    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:

    • NORMAL
    • ADD
    • MULTIPLY
    • SCREEN
    • ERASE

    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.

    camera: BaseCamera

    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.

    cameraFilter: number

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

    customRenderNodes: object

    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.

    defaultRenderNodes: object

    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:

    • 'Submitter': responsible for running other node roles for each element.
    • 'Transformer': responsible for providing vertex coordinates for an element.
    • 'Texturer': responsible for handling textures for an element.
    depth: number

    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.

    displayHeight: number

    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.

    displayList: DisplayList | Layer

    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.

    displayOriginX: number

    The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

    displayOriginY: number

    The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

    displayWidth: number

    The 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.

    filterCamera: Cameras.Scene2D.Camera

    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.

    Get 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.

    filtersAutoFocus: boolean

    Whether filterCamera should update every frame to focus on the Game Object. Disable this if you want to manually control the camera.

    filtersFocusContext: boolean

    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.

    filtersForceComposite: boolean

    Whether the Filters component should always draw to a framebuffer, even if there are no active filters.

    flipX: boolean

    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.

    flipY: boolean

    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.

    frame: Frame

    The Texture Frame this Game Object is using to render with.

    hasTransformComponent: boolean

    A property indicating that a Game Object has this component.

    height: number

    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.

    ignoreDestroy: boolean

    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().

    isCropped: boolean

    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.

    isCurrentlyRendering: boolean

    Whether this RenderTexture is currently executing renderWebGL. This is used to prevent infinite loops when drawing containers. You should not set this property directly.

    isTinted: boolean

    Does 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.

    lighting: boolean

    Should this GameObject use lighting?

    This flag is used to set up WebGL shaders for rendering.

    The Mask this Game Object is using during render.

    maxFilterSize: Math.Vector2

    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.

    name: string

    The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

    originX: number

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

    originY: number

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

    parentContainer: GameObjects.Container

    The parent Container of this Game Object, if it has one.

    renderFilters: boolean

    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.

    renderFlags: number

    The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

    renderMode: "render" | "redraw" | "all"

    The render mode of this Render Texture. Set this property to change how the Render Texture is rendered.

    • 'render' mode draws the contents of the Render Texture to each frame.
    • 'redraw' mode calls render() and redraws the texture every frame, but does not render itself. This is useful for updating textures for reuse by other objects.
    • 'all' mode calls render() then draws the texture to the frame.
    renderNodeData: object

    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.

    rotation: number

    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.

    scale: number

    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.

    scaleX: number

    The horizontal scale of this Game Object.

    scaleY: number

    The vertical scale of this Game Object.

    scene: Scene

    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.

    scrollFactorX: number

    The horizontal scroll factor of this Game Object.

    The scroll factor controls the influence of the movement of a Camera upon this Game Object.

    When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

    A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

    Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

    scrollFactorY: number

    The vertical scroll factor of this Game Object.

    The scroll factor controls the influence of the movement of a Camera upon this Game Object.

    When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

    A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

    Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

    selfShadow: Object

    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.

    state: string | number

    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.

    tabIndex: number

    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.

    tint: number

    The tint value being applied to the whole of the Game Object. Return tintTopLeft when read this tint property.

    tintBottomLeft: number

    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.

    tintBottomRight: number

    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.

    tintFill: boolean

    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.

    tintTopLeft: number

    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.

    tintTopRight: number

    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.

    type: string

    A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

    vertexRoundMode: string

    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.

    visible: boolean

    The visible state of the Game Object.

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

    w: number

    The w position of this Game Object.

    width: number

    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.

    x: number

    The x position of this Game Object.

    y: number

    The y position of this Game Object.

    z: number

    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.

    RENDER_MASK: number

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

    Methods

    • 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.

      Returns void

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns 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.

      Parameters

      • fn: RenderWebGLStep

        The render step function to add.

      • Optionalindex: number

        The index in the render list to add the step to. Omit to add to the end.

      Returns this

    • 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.

      Parameters

      • OptionaldisplayList: DisplayList | Layer

        The Display List to add to. Defaults to the Scene Display List.

      Returns this

    • 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.

      Returns this

    • 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.

      Parameters

      • callback: Function

        A callback function to run during the render process.

      Returns this

    • 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.

      Parameters

      Returns this

    • 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.

      Parameters

      • Optionalx: number

        The left coordinate of the fill rectangle. Default 0.

      • Optionaly: number

        The top coordinate of the fill rectangle. Default 0.

      • Optionalwidth: number

        The width of the fill rectangle. Default this.width.

      • Optionalheight: number

        The height of the fill rectangle. Default this.height.

      Returns this

    • Clears all alpha values associated with this Game Object.

      Immediately sets the alpha levels back to 1 (fully opaque).

      Returns this

    • 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.

      Returns this

    • 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.

      Parameters

      • OptionalfromScene: boolean

        True if this Game Object is being destroyed by the Scene, false if not. Default false.

      Returns void

    • 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.

      Parameters

      • OptionalresetCursor: boolean

        Should the currently active Input cursor, if any, be reset to the default cursor? Default false.

      Returns this

    • Draws the given object, or an array of objects, to this RenderTexture.

      It can accept any of the following:

      • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
      • Tilemap Layers.
      • A Group. The contents of which will be iterated and drawn in turn.
      • A Container. The contents of which will be iterated fully, and drawn in turn.
      • A Scene Display List. Pass in Scene.children to draw the whole list.
      • Another Dynamic Texture, or a Render Texture.
      • A Texture Frame instance.
      • A string. This is used to look-up the texture from the Texture Manager.

      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.

      Parameters

      • entries: any

        Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.

      • Optionalx: number

        The x position to draw the Frame at, or the offset applied to the object. Default 0.

      • Optionaly: number

        The y position to draw the Frame at, or the offset applied to the object. Default 0.

      • Optionalalpha: number

        The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. Default 1.

      • Optionaltint: number

        The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. Default 0xffffff.

      Returns this

    • Calls each of the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • ...args: any[]

        Additional arguments that will be passed to the event handler.

      Returns boolean

    • 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.

      Returns this

    • 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.

      Parameters

      • entries: any

        Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these.

      • Optionalx: number

        The x position to draw the Frame at, or the offset applied to the object. Default 0.

      • Optionaly: number

        The y position to draw the Frame at, or the offset applied to the object. Default 0.

      Returns this

    • Return an array listing the events for which the emitter has registered listeners.

      Returns (string | symbol)[]

    • 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.

      Parameters

      • rgb: number

        The color to fill this Render Texture with, such as 0xff0000 for red.

      • Optionalalpha: number

        The alpha value used by the fill. Default 1.

      • Optionalx: number

        The left coordinate of the fill rectangle. Default 0.

      • Optionaly: number

        The top coordinate of the fill rectangle. Default 0.

      • Optionalwidth: number

        The width of the fill rectangle. Default this.width.

      • Optionalheight: number

        The height of the fill rectangle. Default this.height.

      Returns this

    • 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.

      Returns this

    • 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).

      Parameters

      • Optionalx: number

        The x-coordinate of the focus point, relative to the filter size. Default is the center.

      • Optionaly: number

        The y-coordinate of the focus point, relative to the filter size. Default is the center.

      • Optionalwidth: number

        The width of the focus area. Default is the filter width.

      • Optionalheight: number

        The height of the focus area. Default is the filter height.

      Returns this

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • Gets the bounds of this Game Object, regardless of origin.

      The values are stored and returned in a Rectangle, or Rectangle-like, object.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Rectangle will be created.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Parameters

      • key: string | string[]

        The key of the value to retrieve, or an array of keys.

      Returns any

    • 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 GameObject[]

    • 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.

      Returns number[]

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Parameters

      • x: number

        The x position to translate.

      • y: number

        The y position to translate.

      • Optionalpoint: Math.Vector2

        A Vector2, or point-like object, to store the results in.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera which is being tested against. If not given will use the Scene default camera.

      Returns Math.Vector2

    • 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.

      Returns number

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Type Parameters

      Parameters

      • Optionaloutput: O

        An object to store the values in. If not provided a new Vector2 will be created.

      • OptionalincludeParent: boolean

        If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

      Returns O

    • 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.

      Parameters

      • key: string

        The key to change the value for.

      • Optionalamount: number

        The amount to increase the given key by. Pass a negative value to decrease the key. Default 1.

      Returns this

    • 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.

      Parameters

      • defaultNodes: Map<string, string>

        The default render nodes to set for this Game Object.

      Returns void

    • Return the number of listeners listening to a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns number

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Add a one-time listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Internal destroy handler, called as part of the destroy process.

      Returns void

    • 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.

      Parameters

      • preserve: boolean

        Whether to preserve the command buffer after rendering.

      Returns this

    • Remove all listeners, or those of the specified event.

      Parameters

      • Optionalevent: string | symbol

        The event name.

      Returns this

    • 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.

      Returns void

    • 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.

      Returns this

    • 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.

      Returns this

    • 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.)

      Parameters

      • OptionalresetCursor: boolean

        Should the currently active Input cursor, if any, be reset to the default cursor? Default false.

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Render the buffered drawing commands to this Dynamic Texture. You must do this in order to see anything drawn to it.

      Returns void

    • 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.

      Parameters

      • renderer: WebGLRenderer

        The WebGL Renderer instance to render with.

      • gameObject: GameObject

        The Game Object being rendered.

      • drawingContext: DrawingContext

        The current drawing context.

      • OptionalparentMatrix: TransformMatrix

        The parent matrix of the Game Object, if it has one.

      • OptionalrenderStep: number

        Which 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: number

        The index of the Game Object within the display list. Default 0.

      Returns void

    • 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.

      Parameters

      • key: string

        The key of the texture to be used, as stored in the Texture Manager.

      • Optionalframe: string | number

        The name or index of the frame within the Texture. Set to null to skip this argument if not required.

      • Optionalx: number

        The x position to start drawing the frames from (can be negative to offset). Default 0.

      • Optionaly: number

        The y position to start drawing the frames from (can be negative to offset). Default 0.

      • Optionalwidth: number

        The width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture. Default this.width.

      • Optionalheight: number

        The height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture. Default this.height.

      • Optionalconfig: TileSpriteConfig

        The configuration object for the TileSprite which repeats the texture, allowing you to set further properties on it.

      Returns this

    • Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

      Returns this

    • 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.

      Parameters

      • width: number

        The new width of the Render Texture.

      • Optionalheight: number

        The new height of the Render Texture. If not specified, will be set the same as the width. Default width.

      • OptionalforceEven: boolean

        Force 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.

      Returns this

    • 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.

      Parameters

      • key: string

        The unique key to store the texture as within the global Texture Manager.

      Returns DynamicTexture

    • 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.

      Parameters

      • gameObject: GameObject

        The Game Object that this Game Object will be moved to be above.

      Returns this

    • 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.

      Parameters

      • value: boolean

        True if this Game Object should be set as active, false if not.

      Returns this

    • 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.

      Parameters

      • OptionaltopLeft: number

        The 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: number

        The alpha value used for the top-right of the Game Object. WebGL only.

      • OptionalbottomLeft: number

        The alpha value used for the bottom-left of the Game Object. WebGL only.

      • OptionalbottomRight: number

        The alpha value used for the bottom-right of the Game Object. WebGL only.

      Returns this

    • Sets the angle of this Game Object.

      Parameters

      • Optionaldegrees: number

        The rotation of this Game Object, in degrees. Default 0.

      Returns this

    • 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.

      Parameters

      • gameObject: GameObject

        The Game Object that this Game Object will be moved to be below.

      Returns this

    • 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:

      • NORMAL
      • ADD
      • MULTIPLY
      • SCREEN
      • ERASE (only works when rendering to a framebuffer, like a Render Texture)

      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.

      Parameters

      • value: string | number | BlendModes

        The BlendMode value. Either a string, a CONST or a number.

      Returns this

    • 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.

      Parameters

      • Optionalx: number | Geom.Rectangle

        The 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: number

        The y coordinate to start the crop from. Cannot be negative or exceed the Frame height.

      • Optionalwidth: number

        The width of the crop rectangle in pixels. Cannot exceed the Frame width.

      • Optionalheight: number

        The height of the crop rectangle in pixels. Cannot exceed the Frame height.

      Returns this

    • 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.

      Type Parameters

      • T extends unknown

      Parameters

      • key: string | T

        The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

      • Optionaldata: any

        The value to set for the given key. If an object is provided as the key this argument is ignored.

      Returns this

    • 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.

      Parameters

      • value: number

        The depth of this Game Object. Ensure this value is only ever a number data-type.

      Returns this

    • Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

      Parameters

      • Optionalx: number

        The horizontal display origin value. Default 0.

      • Optionaly: number

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

      Returns this

    • Sets the display size of this Game Object.

      Calling this will adjust the scale.

      Parameters

      • width: number

        The width of this Game Object.

      • height: number

        The height of this Game Object.

      Returns this

    • Set whether filters should be updated every frame. Sets the filtersAutoFocus property.

      Parameters

      • value: boolean

        Whether filters should be updated every frame.

      Returns this

    • Set whether the filters should focus on the context. Sets the filtersFocusContext property.

      Parameters

      • value: boolean

        Whether the filters should focus on the context.

      Returns this

    • Set whether the filters should always draw to a framebuffer. Sets the filtersForceComposite property.

      Parameters

      • value: boolean

        Whether the object should always draw to a framebuffer, even if there are no active filters.

      Returns this

    • 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.

      Parameters

      • width: number

        Base width of the filter texture.

      • height: number

        Base height of the filter texture.

      Returns this

    • 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.

      Parameters

      • x: boolean

        The horizontal flipped state. false for no flip, or true to be flipped.

      • y: boolean

        The horizontal flipped state. false for no flip, or true to be flipped.

      Returns this

    • 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.

      Parameters

      • value: boolean

        The flipped state. false for no flip, or true to be flipped.

      Returns this

    • Sets the vertical flipped state of this Game Object.

      Parameters

      • value: boolean

        The flipped state. false for no flip, or true to be flipped.

      Returns this

    • 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.

      Parameters

      • frame: string | number | Frame

        The name or index of the frame within the Texture, or a Frame instance.

      • OptionalupdateSize: boolean

        Should this call adjust the size of the Game Object? Default true.

      • OptionalupdateOrigin: boolean

        Should this call adjust the origin of the Game Object? Default true.

      Returns this

    • 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.

      Parameters

      • OptionalhitArea: any

        Either 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: HitAreaCallback

        The 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: boolean

        Should this Game Object be treated as a drop zone target? Default false.

      Returns this

    • Sets whether this GameObject should use lighting.

      Parameters

      • enable: boolean

        true to use lighting, or false to disable it.

      Returns this

    • 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.

      Parameters

      • mask: GeometryMask

        The mask this Game Object will use when rendering.

      Returns this

    • 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.

      Parameters

      • value: string

        The name to be given to this Game Object.

      Returns this

    • Sets the origin of this Game Object.

      The values are given in the range 0 to 1.

      Parameters

      • Optionalx: number

        The horizontal origin value. Default 0.5.

      • Optionaly: number

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

      Returns this

    • Sets the position of this Game Object.

      Parameters

      • Optionalx: number

        The x position of this Game Object. Default 0.

      • Optionaly: number

        The y position of this Game Object. If not set it will use the x value. Default x.

      • Optionalz: number

        The z position of this Game Object. Default 0.

      • Optionalw: number

        The w position of this Game Object. Default 0.

      Returns this

    • 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.

      Parameters

      • Optionalx: number

        The x position of the top-left of the random area. Default 0.

      • Optionaly: number

        The y position of the top-left of the random area. Default 0.

      • Optionalwidth: number

        The width of the random area.

      • Optionalheight: number

        The height of the random area.

      Returns this

    • Set whether the filters should be rendered. Sets the renderFilters property.

      Parameters

      • value: boolean

        Whether the filters should be rendered.

      Returns this

    • Set the renderMode of this Render Texture. Set this to change how the Render Texture is rendered.

      • 'render' mode draws the contents of the Render Texture to each frame.
      • 'redraw' mode calls render() and redraws the texture every frame, but does not render itself. This is useful for updating textures for reuse by other objects.
      • 'all' mode calls render() then draws the texture to the frame.

      Parameters

      • mode: "render" | "redraw" | "all"

        The render mode to set.

      • Optionalpreserve: boolean

        Whether to call preserve(true) to preserve the current command buffer. Default false.

      Returns this

    • 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.

      Parameters

      • renderNode: string | RenderNode

        The render node to set the data for. If a string, it should be the name of the render node.

      • key: string

        The key of the property to set.

      • value: any

        The value to set the property to.

      Returns this

    • 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.

      Parameters

      • key: string

        The key of the role to set the render node for.

      • renderNode: string | RenderNode

        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: object

        An object to store render node specific data in, to be read by the render nodes this Game Object uses.

      • OptionalcopyData: boolean

        Should the data be copied from the renderNodeData object? Default false.

      Returns this

    • Sets the rotation of this Game Object.

      Parameters

      • Optionalradians: number

        The rotation of this Game Object, in radians. Default 0.

      Returns this

    • Sets the scale of this Game Object.

      Parameters

      • Optionalx: number

        The horizontal scale of this Game Object. Default 1.

      • Optionaly: number

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

      Returns this

    • Sets the scroll factor of this Game Object.

      The scroll factor controls the influence of the movement of a Camera upon this Game Object.

      When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

      A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

      Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

      Parameters

      • x: number

        The horizontal scroll factor of this Game Object.

      • Optionaly: number

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

      Returns this

    • Sets whether this GameObject should use self-shadowing. Self-shadowing is only enabled if lighting is also enabled.

      Parameters

      • Optionalenabled: boolean

        true 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: number

        The penumbra value for the shadow. Lower is sharper but more jagged. Default is 0.5.

      • OptionaldiffuseFlatThreshold: number

        The texture brightness threshold at which the diffuse lighting will be considered flat. Range is 0-1. Default is 1/3.

      Returns this

    • 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.

      Parameters

      • width: number

        The width of this Game Object.

      • height: number

        The height of this Game Object.

      Returns this

    • 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.

      Parameters

      • Optionalframe: boolean | Frame

        The frame to base the size of this Game Object on.

      Returns this

    • 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.

      Parameters

      • value: string | number

        The state of the Game Object.

      Returns this

    • 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.

      Parameters

      • key: string

        The key of the texture to be used, as stored in the Texture Manager.

      • Optionalframe: string | number

        The name or index of the frame within the Texture.

      Returns this

    • 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.

      Parameters

      • OptionaltopLeft: number

        The 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: number

        The tint being applied to the top-right of the Game Object.

      • OptionalbottomLeft: number

        The tint being applied to the bottom-left of the Game Object.

      • OptionalbottomRight: number

        The tint being applied to the bottom-right of the Game Object.

      Returns this

    • 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.

      Parameters

      • OptionaltopLeft: number

        The 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: number

        The tint being applied to the top-right of the Game Object.

      • OptionalbottomLeft: number

        The tint being applied to the bottom-left of the Game Object.

      • OptionalbottomRight: number

        The tint being applied to the bottom-right of the Game Object.

      Returns this

    • 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.

      Returns this

    • 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.

      Returns this

    • Sets the vertex round mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.

      Parameters

      • mode: string

        The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'.

      Returns this

    • Sets the visibility of this Game Object.

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

      Parameters

      • value: boolean

        The visible state of the Game Object.

      Returns this

    • Sets the w position of this Game Object.

      Parameters

      • Optionalvalue: number

        The w position of this Game Object. Default 0.

      Returns this

    • Sets the x position of this Game Object.

      Parameters

      • Optionalvalue: number

        The x position of this Game Object. Default 0.

      Returns this

    • Sets the y position of this Game Object.

      Parameters

      • Optionalvalue: number

        The y position of this Game Object. Default 0.

      Returns this

    • 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.

      Parameters

      • callback: SnapshotCallback

        The Function to invoke after the snapshot image is created.

      • Optionaltype: string

        The format of the image to create, usually image/png or image/jpeg. Default 'image/png'.

      • OptionalencoderOptions: number

        The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.

      Returns this

    • 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.

      Parameters

      • x: number

        The x coordinate to grab from.

      • y: number

        The y coordinate to grab from.

      • width: number

        The width of the area to grab.

      • height: number

        The height of the area to grab.

      • callback: SnapshotCallback

        The Function to invoke after the snapshot image is created.

      • Optionaltype: string

        The format of the image to create, usually image/png or image/jpeg. Default 'image/png'.

      • OptionalencoderOptions: number

        The image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.

      Returns this

    • 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.

      Parameters

      • x: number

        The x coordinate of the pixel to get.

      • y: number

        The y coordinate of the pixel to get.

      • callback: SnapshotCallback

        The Function to invoke after the snapshot pixel data is extracted.

      Returns this

    • 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.

      Parameters

      • key: string

        The key of the texture to be used, as stored in the Texture Manager.

      • Optionalframe: string | number

        The name or index of the frame within the Texture. Set to null to skip this argument if not required.

      • Optionalx: number

        The x position to draw the frame at. Default 0.

      • Optionaly: number

        The y position to draw the frame at. Default 0.

      • Optionalconfig: StampConfig

        The stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp.

      Returns this

    • 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.

      Parameters

      • key: string

        The key to toggle the value for.

      Returns this

    • 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.

      Returns this

    • To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

      Parameters

      • ...args: any[]

        args

      Returns void

    • Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

      Returns this

    • Whether this Game Object will render filters. This is true if it has active filters, and if the renderFilters property is also true.

      Returns boolean

    • 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.

      Parameters

      • camera: Cameras.Scene2D.Camera

        The Camera to check against this Game Object.

      • onlyTranslated: boolean

        If true, the object is only translated, not scaled or rotated.

      Returns boolean