phaser - v4.0.0-rc.4
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    A TilemapGPULayer is a special kind of Game Object that renders LayerData from a Tilemap. Unlike the more flexible TilemapLayer, this object uses a single Tileset and is optimized for speed and quality over flexibility. Use it for high-performance rendering of tilemaps which don't update their contents. It still supports tile animation and flip.

    This layer is designed to be used with the WebGL renderer only.

    Performance of this layer is excellent. If you do not need to manipulate the tiles in the layer, and the layer is of the supported type, this is the best option for rendering tilemaps. It is almost entirely GPU-bound, so it will free up CPU resources for other game code (the CPU usually does much more work than the GPU in games). It has a fixed cost per pixel on screen, whether there is anything in that tile or not. In general, it suffers no performance loss when many tiles are visible.

    Create a TilemapGPULayer by adding the gpu flag to a call to Tilemap.createLayer(). This will return a TilemapGPULayer instance.

    This layer has the following abilities and restrictions:

    • Use a single tileset, with a single texture image.
    • Maximum tilemap size of 4096x4096 tiles.
    • Maximum of 2^23 (8388608) unique tile IDs.
    • Tiles may be flipped.
    • Tiles may be animated.
    • Animation data limit of 8388608 entries (each animation or each frame of animation uses one entry).
    • Orthographic tilemaps only.

    The layer renders via a special shader. This uses a texture containing the layer tile data, and a second texture containing any tile animations. The shader then renders the tiles as a single quad. Because it doesn't have to compute individual tiles on the CPU, this is much faster than a TilemapLayer. However, because it treats tiles as a single orthographic grid, it is not suitable for use with isometric or hexagonal tilemaps, or other types of tilemap that require different rendering methods.

    If the tileset image uses NEAREST minfiltering, the shader will render sharp edged pixels. Otherwise, it assumes LINEAR filtering. The shader will automatically render smooth borders between tiles in LINEAR mode, with no seams or bleeding, for perfect results. A regular TilemapLayer cannot render smooth borders like this, creating sharp seams between tiles.

    The layer can be edited, but it will not update automatically. Regenerate the layer tile data texture by calling generateLayerDataTexture.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Methods

    addCollidesWith addedToScene addListener addRenderStep addToDisplayList addToUpdateList calculateFacesAt calculateFacesWithin clearAlpha clearMask copy copyPosition createFromTiles createGeometryMask destroy disableInteractive emit enableFilters eventNames fill filterTiles findByIndex findTile focusFilters focusFiltersOnCamera focusFiltersOverride forEachTile generateLayerDataTexture getBottomCenter getBottomLeft getBottomRight getBounds getCenter getData getDisplayList getIndexList getIsoTileAtWorldXY getLeftCenter getLocalPoint getLocalTransformMatrix getParentRotation getRightCenter getTileAt getTileAtWorldXY getTileCorners getTilesWithin getTilesWithinShape getTilesWithinWorldXY getTopCenter getTopLeft getTopRight getWorldPoint getWorldTransformMatrix hasTileAt hasTileAtWorldXY incData initRenderNodes listenerCount listeners off on once putTileAt putTileAtWorldXY putTilesAt randomize removeAllListeners removeCollidesWith removedFromScene removeFromDisplayList removeFromUpdateList removeInteractive removeListener removeTileAt removeTileAtWorldXY renderDebug renderWebGLFilters renderWebGLStep replaceByIndex resetCollisionCategory resetFlip resetTimer setAbove setActive setAlpha setAngle setBelow setBlendMode setCollidesWith setCollision setCollisionBetween setCollisionByExclusion setCollisionByProperty setCollisionCategory setCollisionFromCollisionGroup setData setDataEnabled setDepth setDisplayOrigin setDisplaySize setFiltersAutoFocus setFiltersFocusContext setFiltersForceComposite setFilterSize setFlip setFlipX setFlipY setInteractive setLighting setMask setName setOrigin setOriginFromFrame setPosition setRandomPosition setRenderFilters setRenderNodeData setRenderNodeRole setRotation setScale setScrollFactor setSelfShadow setSize setState setTileIndexCallback setTileLocationCallback setTimerPaused setTimerResetPeriod setToBack setToTop setVertexRoundMode setVisible setW setX setY setZ shuffle shutdown swapByIndex tileToWorldX tileToWorldXY tileToWorldY toggleData toggleFlipX toggleFlipY toJSON update updateDisplayOrigin updateTimer weightedRandomize willCollideWith willRender willRenderFilters willRoundVertices worldToTileX worldToTileXY worldToTileY

    Constructors

    • Parameters

      • scene: Scene

        The Scene to which this TilemapGPULayer belongs.

      • tilemap: Tilemaps.Tilemap

        The Tilemap this layer is a part of.

      • layerIndex: number

        The index of the LayerData associated with this layer.

      • tileset: string | Tileset

        The tileset used to render the tiles in this layer. Can be a string or a Tileset object.

      • Optionalx: number

        The world x position where the top left of this layer will be placed.

      • Optionaly: number

        The world y position where the top left of this layer will be placed.

      Returns TilemapGPULayer

    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.

    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:

    collisionCategory: number

    The Tilemap Layer Collision Category.

    This is exclusively used by the Arcade Physics system.

    This can be set to any valid collision bitfield value.

    See the setCollisionCategory method for more details.

    collisionMask: number

    The Tilemap Layer Collision Mask.

    This is exclusively used by the Arcade Physics system.

    See the setCollidesWith method for more details.

    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 Tilemap Layer.

    displayOriginY: number

    The vertical display origin of this Tilemap Layer.

    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.

    gidMap: Tileset[]

    An array holding the mapping between the tile indexes and the tileset they belong to.

    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().

    isTilemap: boolean

    Used internally by physics system to perform fast type checks.

    layer: LayerData

    The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.

    layerDataTexture: WebGLTextureWrapper

    A texture containing the tile data for this game object. Each texel describes a single tile in the layer.

    Each texel is stored as a 32-bit value, encoded thus:

    • 1 bit: Horizontal flip flag.
    • 1 bit: Vertical flip flag.
    • 1 bit: Animation flag.
    • 1 bit: Unused.
    • 28 bits: Tile index.
    layerIndex: number

    The index of the LayerData associated with this layer.

    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 Tilemap Layer.

    originY: number

    The vertical origin of this Tilemap Layer.

    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.

    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.

    tilemap: Tilemaps.Tilemap

    The Tilemap that this layer is a part of.

    tileset: Tileset

    The Tileset associated with this layer.

    Unlike a TilemapLayer, this object can only have one tileset, because the renderer is optimized for a single texture.

    timeElapsed: number

    The time elapsed since timer initialization, in milliseconds.

    timeElapsedResetPeriod: number

    The time after which timeElapsed will reset, in milliseconds. By default, this is 1 hour. If you use the timer for animations, you can set this to a period that matches the animation durations.

    This is necessary for the timer to avoid floating-point precision issues in shaders. A float32 can represent a few hours of milliseconds accurately, but the precision decreases as the value increases.

    timePaused: boolean

    Whether the elapse timer is paused.

    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

    • Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.

      Parameters

      • category: number

        The collision category to add.

      Returns this

    • 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

    • Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.

      Parameters

      • tileX: number

        The x coordinate.

      • tileY: number

        The y coordinate.

      Returns this

    • Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.

      Parameters

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      Returns this

    • Copies the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.

      Parameters

      • srcTileX: number

        The x coordinate of the area to copy from, in tiles, not pixels.

      • srcTileY: number

        The y coordinate of the area to copy from, in tiles, not pixels.

      • width: number

        The width of the area to copy, in tiles, not pixels.

      • height: number

        The height of the area to copy, in tiles, not pixels.

      • destTileX: number

        The x coordinate of the area to copy to, in tiles, not pixels.

      • destTileY: number

        The y coordinate of the area to copy to, in tiles, not pixels.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      Returns this

    • Creates a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.

      Parameters

      • indexes: number | any[]

        The tile index, or array of indexes, to create Sprites from.

      • replacements: number | any[]

        The tile index, or array of indexes, to change a converted tile to. Set to null to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.

      • OptionalspriteConfig: SpriteConfig

        The config object to pass into the Sprite creator (i.e. scene.make.sprite).

      • Optionalscene: Scene

        The Scene to create the Sprites within.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when determining the world XY

      Returns GameObjects.Sprite[]

    • Destroys this TilemapLayer and removes its link to the associated LayerData.

      Parameters

      • OptionalremoveFromTilemap: boolean

        Remove this layer from the parent Tilemap? Default true.

      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

    • 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

    • Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.

      Parameters

      • index: number

        The tile index to fill the area with.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      Returns this

    • For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.

      Parameters

      • callback: Function

        The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter.

      • Optionalcontext: object

        The context under which the callback should be run.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area to filter.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area to filter.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • OptionalfilteringOptions: FilteringOptions

        Optional filters to apply when getting the tiles.

      Returns Tile[]

    • Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.

      Parameters

      • index: number

        The tile index value to search for.

      • Optionalskip: number

        The number of times to skip a matching tile before returning. Default 0.

      • Optionalreverse: boolean

        If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left. Default false.

      Returns Tile

    • Find the first tile in the given rectangular area (in tile coordinates) of the layer that satisfies the provided testing function. I.e. finds the first tile for which callback returns true. Similar to Array.prototype.find in vanilla JS.

      Parameters

      • callback: FindTileCallback

        The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

      • Optionalcontext: object

        The context under which the callback should be run.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area to search.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area to search.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • OptionalfilteringOptions: FilteringOptions

        Optional filters to apply when getting the tiles.

      Returns Tile

    • 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

    • For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.

      Parameters

      • callback: EachTileCallback

        The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

      • Optionalcontext: object

        The context, or scope, under which the callback should be run.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area to search.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area to search.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • OptionalfilteringOptions: FilteringOptions

        Optional filters to apply when getting the tiles.

      Returns this

    • Generate the data textures for this game object. This method is called internally by setTileset.

      Returns void

    • 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 a tile at the given world coordinates from the given isometric layer.

      Parameters

      • worldX: number

        X position to get the tile from (given in pixels)

      • worldY: number

        Y position to get the tile from (given in pixels)

      • OptionaloriginTop: boolean

        Which is the active face of the isometric tile? The top (default, true), or the base? (false) Default true.

      • OptionalnonNull: boolean

        For empty tiles, return a Tile object with an index of -1 instead of null. Default false.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Tile

    • 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 a tile at the given tile coordinates from the given layer.

      Parameters

      • tileX: number

        X position to get the tile from (given in tile units, not pixels).

      • tileY: number

        Y position to get the tile from (given in tile units, not pixels).

      • OptionalnonNull: boolean

        For empty tiles, return a Tile object with an index of -1 instead of null. Default false.

      Returns Tile

    • Gets a tile at the given world coordinates from the given layer.

      Parameters

      • worldX: number

        X position to get the tile from (given in pixels)

      • worldY: number

        Y position to get the tile from (given in pixels)

      • OptionalnonNull: boolean

        For empty tiles, return a Tile object with an index of -1 instead of null. Default false.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Tile

    • Returns an array of Vector2s where each entry corresponds to the corner of the requested tile.

      The tileX and tileY parameters are in tile coordinates, not world coordinates.

      The corner coordinates are in world space, having factored in TilemapLayer scale, position and the camera, if given.

      The size of the array will vary based on the orientation of the map. For example an orthographic map will return an array of 4 vectors, where-as a hexagonal map will, of course, return an array of 6 corner vectors.

      Parameters

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Math.Vector2[]

    • Gets the tiles in the given rectangular area (in tile coordinates) of the layer.

      Parameters

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • OptionalfilteringOptions: FilteringOptions

        Optional filters to apply when getting the tiles.

      Returns Tile[]

    • Gets the tiles in the given rectangular area (in world coordinates) of the layer.

      Parameters

      • worldX: number

        The world x coordinate for the top-left of the area.

      • worldY: number

        The world y coordinate for the top-left of the area.

      • width: number

        The width of the area.

      • height: number

        The height of the area.

      • OptionalfilteringOptions: FilteringOptions

        Optional filters to apply when getting the tiles.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when factoring in which tiles to return.

      Returns Tile[]

    • 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

    • Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

      Parameters

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      Returns boolean

    • Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

      Parameters

      • worldX: number

        The x coordinate, in pixels.

      • worldY: number

        The y coordinate, in pixels.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when factoring in which tiles to return.

      Returns boolean

    • 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 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

    • Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

      Parameters

      • tile: number | Tile

        The index of this tile to set or a Tile object.

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      Returns Tile

    • Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

      Parameters

      • tile: number | Tile

        The index of this tile to set or a Tile object.

      • worldX: number

        The x coordinate, in pixels.

      • worldY: number

        The y coordinate, in pixels.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Tile

    • Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.

      Parameters

      • tile: number[] | number[][] | Tile[] | Tile[][]

        A row (array) or grid (2D array) of Tiles or tile indexes to place.

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      Returns this

    • Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.

      Parameters

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • Optionalindexes: number[]

        An array of indexes to randomly draw from during randomization.

      Returns this

    • Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.

      Parameters

      • category: number

        The collision category to add.

      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

    • Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.

      Parameters

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • OptionalreplaceWithNull: boolean

        If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. Default true.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      Returns Tile

    • Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.

      Parameters

      • worldX: number

        The x coordinate, in pixels.

      • worldY: number

        The y coordinate, in pixels.

      • OptionalreplaceWithNull: boolean

        If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. Default true.

      • OptionalrecalculateFaces: boolean

        true if the faces data should be recalculated. Default true.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Tile

    • Draws a debug representation of the layer to the given Graphics. This is helpful when you want to get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation wherever you want on the screen.

      Parameters

      • graphics: GameObjects.Graphics

        The target Graphics object to draw upon.

      • OptionalstyleConfig: StyleConfig

        An object specifying the colors to use for the debug drawing.

      Returns this

    • 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

    • Scans the given rectangular area (given in tile coordinates) for tiles with an index matching findIndex and updates their index to match newIndex. This only modifies the index and does not change collision information.

      Parameters

      • findIndex: number

        The index of the tile to search for.

      • newIndex: number

        The index of the tile to replace it with.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      Returns this

    • 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

    • Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.

      Calling this method will reset all of the collision categories, so only those passed to this method are enabled.

      If you wish to add a new category to the existing mask, call the addCollisionCategory method.

      If you wish to reset the collision category and mask, call the resetCollisionCategory method.

      Parameters

      • categories: number | number[]

        The collision category to collide with, or an array of them.

      Returns this

    • Sets collision on the given tile or tiles within a layer by index. You can pass in either a single numeric index or an array of indexes: [2, 3, 15, 20]. The collides parameter controls if collision will be enabled (true) or disabled (false).

      Parameters

      • indexes: number | any[]

        Either a single tile index, or an array of tile indexes.

      • Optionalcollides: boolean

        If true it will enable collision. If false it will clear collision. Default true.

      • OptionalrecalculateFaces: boolean

        Whether or not to recalculate the tile faces after the update. Default true.

      • OptionalupdateLayer: boolean

        If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. Default true.

      Returns this

    • Sets collision on a range of tiles in a layer whose index is between the specified start and stop (inclusive). Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14. The collides parameter controls if collision will be enabled (true) or disabled (false).

      Parameters

      • start: number

        The first index of the tile to be set for collision.

      • stop: number

        The last index of the tile to be set for collision.

      • Optionalcollides: boolean

        If true it will enable collision. If false it will clear collision. Default true.

      • OptionalrecalculateFaces: boolean

        Whether or not to recalculate the tile faces after the update. Default true.

      Returns this

    • Sets collision on all tiles in the given layer, except for tiles that have an index specified in the given array. The collides parameter controls if collision will be enabled (true) or disabled (false). Tile indexes not currently in the layer are not affected.

      Parameters

      • indexes: number[]

        An array of the tile indexes to not be counted for collision.

      • Optionalcollides: boolean

        If true it will enable collision. If false it will clear collision. Default true.

      • OptionalrecalculateFaces: boolean

        Whether or not to recalculate the tile faces after the update. Default true.

      Returns this

    • Sets collision on the tiles within a layer by checking tile properties. If a tile has a property that matches the given properties object, its collision flag will be set. The collides parameter controls if collision will be enabled (true) or disabled (false). Passing in { collides: true } would update the collision flag on any tiles with a "collides" property that has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can also use an array of values, e.g. { types: ["stone", "lava", "sand" ] }. If a tile has a "types" property that matches any of those values, its collision flag will be updated.

      Parameters

      • properties: object

        An object with tile properties and corresponding values that should be checked.

      • Optionalcollides: boolean

        If true it will enable collision. If false it will clear collision. Default true.

      • OptionalrecalculateFaces: boolean

        Whether or not to recalculate the tile faces after the update. Default true.

      Returns this

    • Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.

      It can only have one single category assigned to it.

      If you wish to reset the collision category and mask, call the resetCollisionCategory method.

      Parameters

      • category: number

        The collision category.

      Returns this

    • Sets collision on the tiles within a layer by checking each tiles collision group data (typically defined in Tiled within the tileset collision editor). If any objects are found within a tiles collision group, the tile's colliding information will be set. The collides parameter controls if collision will be enabled (true) or disabled (false).

      Parameters

      • Optionalcollides: boolean

        If true it will enable collision. If false it will clear collision. Default true.

      • OptionalrecalculateFaces: boolean

        Whether or not to recalculate the tile faces after the update. Default true.

      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 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

    • 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 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

    • 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 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 Game Object, 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.

      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

      • width: number

        The width of this Game Object.

      • height: number

        The height of this Game Object.

      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 a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.

      Parameters

      • indexes: number | number[]

        Either a single tile index, or an array of tile indexes to have a collision callback set for.

      • callback: Function

        The callback that will be invoked when the tile is collided with.

      • callbackContext: object

        The context under which the callback is called.

      Returns this

    • Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.

      Parameters

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      • Optionalcallback: Function

        The callback that will be invoked when the tile is collided with.

      • OptionalcallbackContext: object

        The context, or scope, under which the callback is invoked.

      Returns this

    • Pauses or resumes the elapse timer for this game object.

      Parameters

      • Optionalpaused: boolean

        Pause state (true to pause, false to unpause). If not specified, the timer will unpause.

      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

    • Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.

      Parameters

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      Returns this

    • Scans the given rectangular area (given in tile coordinates) for tiles with an index matching indexA and swaps then with indexB. This only modifies the index and does not change collision information.

      Parameters

      • tileA: number

        First tile index.

      • tileB: number

        Second tile index.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      Returns this

    • Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.

      Parameters

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns number

    • Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

      Parameters

      • tileX: number

        The x coordinate, in tiles, not pixels.

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • Optionalpoint: Math.Vector2

        A Vector2 to store the coordinates in. If not given a new Vector2 is created.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Math.Vector2

    • Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.

      Parameters

      • tileY: number

        The y coordinate, in tiles, not pixels.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns number

    • 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

    • Update the elapse timer for this game object. This should be called automatically by the preUpdate method.

      Override this method to create more advanced time management, or set it to a NOOP function to disable the timer update. If you want to control animations with a tween or input system, disabling the timer update could be useful.

      Parameters

      • time: number

        The current time in milliseconds.

      • delta: number

        The time since the last update, in milliseconds.

      Returns this

    • Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. New indexes are drawn from the given weightedIndexes array. An example weighted array:

      [ { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 ]

      The probability of any index being choose is (the index's weight) / (sum of all weights). This method only modifies tile indexes and does not change collision information.

      Parameters

      • weightedIndexes: object[]

        An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.

      • OptionaltileX: number

        The left most tile index (in tile coordinates) to use as the origin of the area.

      • OptionaltileY: number

        The top most tile index (in tile coordinates) to use as the origin of the area.

      • Optionalwidth: number

        How many tiles wide from the tileX index the area will be.

      • Optionalheight: number

        How many tiles tall from the tileY index the area will be.

      Returns this

    • Checks to see if the given Collision Category will collide with this Arcade Physics object or not.

      Parameters

      • category: number

        Collision category value to test.

      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

    • Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layers position, scale and scroll.

      You cannot call this method for Isometric or Hexagonal tilemaps as they require both worldX and worldY values to determine the correct tile, instead you should use the worldToTileXY method.

      Parameters

      • worldX: number

        The x coordinate to be converted, in pixels, not tiles.

      • OptionalsnapToFloor: boolean

        Whether or not to round the tile coordinate down to the nearest integer.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns number

    • Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

      Parameters

      • worldX: number

        The x coordinate to be converted, in pixels, not tiles.

      • worldY: number

        The y coordinate to be converted, in pixels, not tiles.

      • OptionalsnapToFloor: boolean

        Whether or not to round the tile coordinate down to the nearest integer.

      • Optionalpoint: Math.Vector2

        A Vector2 to store the coordinates in. If not given a new Vector2 is created.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns Math.Vector2

    • Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layers position, scale and scroll.

      You cannot call this method for Isometric or Hexagonal tilemaps as they require both worldX and worldY values to determine the correct tile, instead you should use the worldToTileXY method.

      Parameters

      • worldY: number

        The y coordinate to be converted, in pixels, not tiles.

      • OptionalsnapToFloor: boolean

        Whether or not to round the tile coordinate down to the nearest integer.

      • Optionalcamera: Cameras.Scene2D.Camera

        The Camera to use when calculating the tile index from the world values.

      Returns number