The Scene to which this Game Object belongs.
The Tilemap this layer is a part of.
The index of the LayerData associated with this layer.
Optionalx: numberThe world x position where the top left of this layer will be placed. Default 0.
Optionaly: numberThe world y position where the top left of this layer will be placed. Default 0.
The active state of this Game Object.
A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.
The angle of this Game Object as expressed in degrees.
Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.
If you prefer to work in radians, see the rotation property instead.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
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:
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.
The Tilemap Layer Collision Mask.
This is exclusively used by the Arcade Physics system.
See the setCollidesWith method for more details.
Customized WebGL render nodes of this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. A default set of RenderNodes are coded into the engine, but they will check here first to see if a custom one exists.
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
null by default. Automatically created if you use getData or setData or setDataEnabled.
The default RenderNodes for this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. These are the nodes that are used if no custom ones are set.
RenderNodes are identified by a unique key for their role.
Common role keys include:
The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
ReadonlydisplayThe horizontal display origin of this Tilemap Layer.
ReadonlydisplayThe vertical display origin of this Tilemap Layer.
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
The Camera used for filters. You can use this to alter the perspective of filters. It is not necessary to use this camera for ordinary rendering.
This is only available if you use the enableFilters method.
ReadonlyfiltersGet the filters lists.
This is an object with internal and external properties.
Each list is a {@see Phaser.GameObjects.Components.FilterList} object.
This is only available if you use the enableFilters method.
Whether filterCamera should update every frame
to focus on the Game Object.
Disable this if you want to manually control the camera.
Whether the filters should focus on the context, rather than attempt to focus on the Game Object. This is enabled automatically when enabling filters on objects which don't have well-defined bounds.
This effectively sets the internal filters to render the same way as the external filters.
This is only used if filtersAutoFocus is enabled.
The "context" is the framebuffer to which the Game Object is rendered. This is usually the main framebuffer, but might be another framebuffer. It can even be several different framebuffers if the Game Object is rendered multiple times.
Whether the Filters component should always draw to a framebuffer, even if there are no active filters.
The horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
An array holding the mapping between the tile indexes and the tileset they belong to.
ReadonlyhasA property indicating that a Game Object has this component.
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or use
the displayHeight property.
This Game Object will ignore all calls made to its destroy method if this flag is set to true.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive().
ReadonlyisUsed internally by physics system to perform fast type checks.
The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.
The index of the LayerData associated with this layer.
ReadonlylightingShould this GameObject use lighting?
This flag is used to set up WebGL shaders for rendering.
The Mask this Game Object is using during render.
The maximum size of the base filter texture. Filters may use a larger texture after the base texture is rendered. The maximum texture size is 4096 in WebGL. You may set this lower to save memory or prevent resizing.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
ReadonlyoriginThe horizontal origin of this Tilemap Layer.
ReadonlyoriginThe vertical origin of this Tilemap Layer.
The parent Container of this Game Object, if it has one.
Whether any filters should be rendered on this Game Object.
This is true by default, even if there are no filters yet.
Disable this to skip filter rendering.
Use willRenderFilters() to see if there are any active filters.
The flags that are compared against RENDER_MASK to determine if this Game Object will render or not.
The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
If those components are not used by your custom class then you can use this bitmask as you wish.
An object to store render node specific data in, to be read by the render nodes this Game Object uses.
Render nodes store their data under their own name, not their role.
The angle of this Game Object in radians.
Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.
If you prefer to work in degrees, see the angle property instead.
This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.
Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
isn't the case, use the scaleX or scaleY properties instead.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
The horizontal scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
Should this GameObject use self-shadowing?
Self-shadowing is only enabled if lighting is enabled.
The game config option render.selfShadow is used if this is not a boolean.
This flag is used to set up WebGL shaders for rendering.
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Tilemap that this layer is a part of.
The time elapsed since timer initialization, in milliseconds.
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.
Whether the elapse timer is paused.
A textual representation of this Game Object, i.e. sprite.
Used internally by Phaser but is available for your own custom classes to populate.
The current vertex rounding mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions. It can have several values:
off - No rounding is applied.safe - Rounding is applied if the object is 'safe'.safeAuto - Rounding is applied if the object is 'safe' and the camera has roundPixels enabled.full - Rounding is always applied.fullAuto - Rounding is always applied if the camera has roundPixels enabled.A 'safe' object is one that is not rotated or scaled by any transform matrix while rendering. The effective transform is a simple translation. In such cases, rounding will affect all vertices the same way.
Using full rounding can cause vertices to wobble, because they might not be aligned to the pixel grid. Full rounding gives a janky look like PS1 games.
You can use other values if you want to create your own custom rounding modes.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale) or use
the displayWidth property.
The x position of this Game Object.
The y position of this Game Object.
The z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.
The collision category to add.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE event from this Game Object.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a render step.
The first render step in _renderSteps is run first.
It should call the next render step in the list.
This allows render steps to control the rendering flow.
The render step function to add.
Optionalindex: numberThe index in the render list to add the step to. Omit to add to the end.
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible method, instead.
OptionaldisplayList: DisplayList | LayerThe Display List to add to. Defaults to the Scene Display List.
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate method called
every game frame. This method is passed two parameters: delta and time.
If you wish to run your own logic within preUpdate then you should always call
super.preUpdate(time, delta) within it, or it may fail to process required operations,
such as Sprite animations.
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.
The x coordinate.
The y coordinate.
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.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Clears the mask that this Game Object was using.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
OptionaldestroyMask: booleanDestroy the mask before clearing it? Default false.
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.
The x coordinate of the area to copy from, in tiles, not pixels.
The y coordinate of the area to copy from, in tiles, not pixels.
The width of the area to copy, in tiles, not pixels.
The height of the area to copy, in tiles, not pixels.
The x coordinate of the area to copy to, in tiles, not pixels.
The y coordinate of the area to copy to, in tiles, not pixels.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
Copies an object's coordinates to this Game Object's position.
An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.
Creates 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.
The tile index, or array of indexes, to create Sprites from.
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: SpriteConfigThe config object to pass into the Sprite creator (i.e. scene.make.sprite).
Optionalscene: SceneThe Scene to create the Sprites within.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when determining the world XY
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
Optionalgraphics: GameObjects.Graphics | ShapeA Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.
Destroys this TilemapLayer and removes its link to the associated LayerData.
OptionalremoveFromTilemap: booleanRemove this layer from the parent Tilemap? Default true.
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for
input events, but can be turned back on again at any time by simply calling
setInteractive() with no arguments provided.
If want to completely remove interaction from this Game Object then use removeInteractive instead.
OptionalresetCursor: booleanShould the currently active Input cursor, if any, be reset to the default cursor? Default false.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Enable this Game Object to have filters.
You need to call this method if you want to use the filterCamera
and filters properties. It sets up the necessary data structures.
You may disable filter rendering with the renderFilters property.
This is a WebGL only feature. It will return early if not available.
Return an array listing the events for which the emitter has registered listeners.
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.
The tile index to fill the area with.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
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.
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: objectThe context under which the callback should be run.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area to filter.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area to filter.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
OptionalfilteringOptions: FilteringOptionsOptional filters to apply when getting the tiles.
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.
The tile index value to search for.
Optionalskip: numberThe number of times to skip a matching tile before returning. Default 0.
Optionalreverse: booleanIf true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left. Default false.
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.
The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
Optionalcontext: objectThe context under which the callback should be run.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area to search.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area to search.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
OptionalfilteringOptions: FilteringOptionsOptional filters to apply when getting the tiles.
Focus the filter camera.
This sets the size and position of the filter camera to match the GameObject.
This is called automatically on render if filtersAutoFocus is enabled.
This will focus on the GameObject's raw dimensions if available. If the GameObject has no dimensions, this will focus on the context: the camera belonging to the DrawingContext used to render the GameObject. Context focus occurs during rendering, as the context is not known until then.
Manually override the focus of the filter camera.
This allows you to set the size and position of the filter camera manually.
It deactivates filtersAutoFocus when called.
The camera will set scroll to place the game object at the
given position within a rectangle of the given width and height.
For example, calling focusFiltersOverride(400, 200, 800, 600)
will focus the camera to place the object's center
100 pixels above the center of the camera (which is at 400x300).
Optionalx: numberThe x-coordinate of the focus point, relative to the filter size. Default is the center.
Optionaly: numberThe y-coordinate of the focus point, relative to the filter size. Default is the center.
Optionalwidth: numberThe width of the focus area. Default is the filter width.
Optionalheight: numberThe height of the focus area. Default is the filter height.
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.
The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
Optionalcontext: objectThe context, or scope, under which the callback should be run.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area to search.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area to search.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
OptionalfilteringOptions: FilteringOptionsOptional filters to apply when getting the tiles.
Gets the bottom-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values object. For example, if you had a key called gold you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
The key of the value to retrieve, or an array of keys.
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
Gets a tile at the given world coordinates from the given isometric layer.
X position to get the tile from (given in pixels)
Y position to get the tile from (given in pixels)
OptionaloriginTop: booleanWhich is the active face of the isometric tile? The top (default, true), or the base? (false) Default true.
OptionalnonNull: booleanFor empty tiles, return a Tile object with an index of -1 instead of null. Default false.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
Gets the left-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Takes the given x and y coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main camera from the Scene to which this
Game Object belongs.
Gets the local transform matrix for this Game Object.
OptionaltempMatrix: TransformMatrixThe matrix to populate with the values from this Game Object.
Gets the sum total rotation of all of this Game Objects parent Containers.
The returned value is in radians and will be zero if this Game Object has no parent container.
Gets the right-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets a tile at the given tile coordinates from the given layer.
X position to get the tile from (given in tile units, not pixels).
Y position to get the tile from (given in tile units, not pixels).
OptionalnonNull: booleanFor empty tiles, return a Tile object with an index of -1 instead of null. Default false.
Gets a tile at the given world coordinates from the given layer.
X position to get the tile from (given in pixels)
Y position to get the tile from (given in pixels)
OptionalnonNull: booleanFor empty tiles, return a Tile object with an index of -1 instead of null. Default false.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
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.
Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
OptionalfilteringOptions: FilteringOptionsOptional filters to apply when getting the tiles.
Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.
Gets the tiles in the given rectangular area (in world coordinates) of the layer.
The world x coordinate for the top-left of the area.
The world y coordinate for the top-left of the area.
The width of the area.
The height of the area.
OptionalfilteringOptions: FilteringOptionsOptional filters to apply when getting the tiles.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when factoring in which tiles to return.
Gets the top-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the top-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the top-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent argument is set to true.
Optionaloutput: OAn object to store the values in. If not provided a new Vector2 will be created.
OptionalincludeParent: booleanIf this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.
Gets the world position of this Game Object, factoring in any parent Containers.
Optionalpoint: Math.Vector2A Vector2, or point-like object, to store the result in.
OptionaltempMatrix: TransformMatrixA temporary matrix to hold the Game Object's values.
OptionalparentMatrix: TransformMatrixA temporary matrix to hold parent values.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
OptionaltempMatrix: TransformMatrixThe matrix to populate with the values from this Game Object.
OptionalparentMatrix: TransformMatrixA temporary matrix to hold parent values during the calculations.
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.
The x coordinate, in tiles, not pixels.
The y coordinate, in tiles, not pixels.
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.
Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata event is emitted from this Game Object.
The key to change the value for.
Optionalamount: numberThe amount to increase the given key by. Pass a negative value to decrease the key. Default 1.
Initializes the render nodes for this Game Object.
This method is called when the Game Object is added to the Scene. It is responsible for setting up the default render nodes this Game Object will use.
The default render nodes to set for this Game Object.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
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.
The index of this tile to set or a Tile object.
The x coordinate, in tiles, not pixels.
The y coordinate, in tiles, not pixels.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
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.
The index of this tile to set or a Tile object.
The x coordinate, in pixels.
The y coordinate, in pixels.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
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.
A row (array) or grid (2D array) of Tiles or tile indexes to place.
The x coordinate, in tiles, not pixels.
The y coordinate, in tiles, not pixels.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
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.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Optionalindexes: number[]An array of indexes to randomly draw from during randomization.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.
The collision category to add.
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.
If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible method, instead.
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.
If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.
The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.
If you wish to re-enable this Game Object at a later date you will need to
re-create its InteractiveObject by calling setInteractive again.
If you wish to only temporarily stop an object from receiving input then use
disableInteractive instead, as that toggles the interactive state, where-as
this erases it completely.
If you wish to resize a hit area, don't remove and then set it as being
interactive. Instead, access the hitarea object directly and resize the shape
being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the
shape is a Rectangle, which it is by default.)
OptionalresetCursor: booleanShould the currently active Input cursor, if any, be reset to the default cursor? Default false.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.
The x coordinate, in tiles, not pixels.
The y coordinate, in tiles, not pixels.
OptionalreplaceWithNull: booleanIf true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. Default true.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.
The x coordinate, in pixels.
The y coordinate, in pixels.
OptionalreplaceWithNull: booleanIf true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. Default true.
OptionalrecalculateFaces: booleantrue if the faces data should be recalculated. Default true.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
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.
The target Graphics object to draw upon.
OptionalstyleConfig: StyleConfigAn object specifying the colors to use for the debug drawing.
Render this object using filters.
This function's scope is not guaranteed, so it doesn't refer to this.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberThe index of this function in the Game Object's list of render processes. Used to support multiple rendering functions. Default 0.
Run a step in the render process. This is called automatically by the Render module.
In most cases, it just runs the renderWebGL function.
When _renderSteps has more than one entry,
such as when Filters are enabled for this object,
it allows those processes to defer renderWebGL
and otherwise manage the flow of rendering.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberWhich step of the rendering process should be run? Default 0.
OptionaldisplayList: GameObject[]The display list which is currently being rendered. If not provided, it will be created with the Game Object.
OptionaldisplayListIndex: numberThe index of the Game Object within the display list. Default 0.
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.
The index of the tile to search for.
The index of the tile to replace it with.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Resets the Collision Category and Mask back to the defaults, which is to collide with everything.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
Reset the elapse timer for this game object.
Optionalms: numberThe time to reset the timer to. Default 0.
Move this Game Object so that it appears above the given Game Object.
This means it will render immediately after the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be above.
Sets the active property of this Game Object and returns this Game Object for further chaining.
A Game Object with its active property set to true will be updated by the Scenes UpdateList.
True if this Game Object should be set as active, false if not.
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
If your game is running under WebGL you can optionally specify four different alpha values, each of which
correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.
OptionaltopLeft: numberThe alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1.
OptionaltopRight: numberThe alpha value used for the top-right of the Game Object. WebGL only.
OptionalbottomLeft: numberThe alpha value used for the bottom-left of the Game Object. WebGL only.
OptionalbottomRight: numberThe alpha value used for the bottom-right of the Game Object. WebGL only.
Sets the angle of this Game Object.
Optionaldegrees: numberThe rotation of this Game Object, in degrees. Default 0.
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be below.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.
The BlendMode value. Either a string, a CONST or a number.
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.
The collision category to collide with, or an array of them.
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).
Either a single tile index, or an array of tile indexes.
Optionalcollides: booleanIf true it will enable collision. If false it will clear collision. Default true.
OptionalrecalculateFaces: booleanWhether or not to recalculate the tile faces after the update. Default true.
OptionalupdateLayer: booleanIf true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. Default true.
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).
The first index of the tile to be set for collision.
The last index of the tile to be set for collision.
Optionalcollides: booleanIf true it will enable collision. If false it will clear collision. Default true.
OptionalrecalculateFaces: booleanWhether or not to recalculate the tile faces after the update. Default true.
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.
An array of the tile indexes to not be counted for collision.
Optionalcollides: booleanIf true it will enable collision. If false it will clear collision. Default true.
OptionalrecalculateFaces: booleanWhether or not to recalculate the tile faces after the update. Default true.
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.
An object with tile properties and corresponding values that should be checked.
Optionalcollides: booleanIf true it will enable collision. If false it will clear collision. Default true.
OptionalrecalculateFaces: booleanWhether or not to recalculate the tile faces after the update. Default true.
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.
The collision category.
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).
Optionalcollides: booleanIf true it will enable collision. If false it will clear collision. Default true.
OptionalrecalculateFaces: booleanWhether or not to recalculate the tile faces after the update. Default true.
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData:
sprite.getData('gold');
Or you can access the value directly via the values property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata event is emitted from this Game Object.
If the key already exists, a changedata event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.
These events will be emitted regardless if you use this method to set the value, or the direct values setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
Optionaldata: anyThe value to set for the given key. If an object is provided as the key this argument is ignored.
Adds a Data Manager component to this Game Object.
The depth of this Game Object within the Scene.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
The depth of this Game Object. Ensure this value is only ever a number data-type.
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Optionalx: numberThe horizontal display origin value. Default 0.
Optionaly: numberThe vertical display origin value. If not defined it will be set to the value of x. Default x.
Sets the display size of this Game Object.
Calling this will adjust the scale.
The width of this Game Object.
The height of this Game Object.
Set whether filters should be updated every frame.
Sets the filtersAutoFocus property.
Whether filters should be updated every frame.
Set whether the filters should focus on the context.
Sets the filtersFocusContext property.
Whether the filters should focus on the context.
Set whether the filters should always draw to a framebuffer.
Sets the filtersForceComposite property.
Whether the object should always draw to a framebuffer, even if there are no active filters.
Set the base size of the filter camera. This is the size of the texture that internal filters will be drawn to. External filters are drawn to the size of the context (usually the game canvas).
This is typically the size of the GameObject.
It is set automatically when the Game Object is rendered
and filtersAutoFocus is enabled.
Turn off auto focus to set it manually.
Technically, larger framebuffers may be used to provide padding. This is the size of the final framebuffer used for "internal" rendering.
Base width of the filter texture.
Base height of the filter texture.
Sets the horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The horizontal flipped state. false for no flip, or true to be flipped.
The horizontal flipped state. false for no flip, or true to be flipped.
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The flipped state. false for no flip, or true to be flipped.
Sets the vertical flipped state of this Game Object.
The flipped state. false for no flip, or true to be flipped.
Pass this Game Object to the Input Manager to enable it for Input.
Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.
If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.
You can also provide an Input Configuration Object as the only argument to this method.
OptionalhitArea: anyEither an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.
Optionalcallback: HitAreaCallbackThe callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.
OptionaldropZone: booleanShould this Game Object be treated as a drop zone target? Default false.
Sets whether this GameObject should use lighting.
true to use lighting, or false to disable it.
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and must be a GeometryMask. This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
The mask this Game Object will use when rendering.
Sets the name property of this Game Object and returns this Game Object for further chaining.
The name property is not populated by Phaser and is presented for your own use.
The name to be given to this Game Object.
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
Optionalx: numberThe horizontal origin value. Default 0.5.
Optionaly: numberThe vertical origin value. If not defined it will be set to the value of x. Default x.
Sets the origin of this Game Object based on the Pivot values in its Frame.
Sets the position of this Game Object.
Optionalx: numberThe x position of this Game Object. Default 0.
Optionaly: numberThe y position of this Game Object. If not set it will use the x value. Default x.
Optionalz: numberThe z position of this Game Object. Default 0.
Optionalw: numberThe w position of this Game Object. Default 0.
Sets the position of this Game Object to be a random position within the confines of the given area.
If no area is specified a random position between 0 x 0 and the game width x height is used instead.
The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.
Optionalx: numberThe x position of the top-left of the random area. Default 0.
Optionaly: numberThe y position of the top-left of the random area. Default 0.
Optionalwidth: numberThe width of the random area.
Optionalheight: numberThe height of the random area.
Set whether the filters should be rendered.
Sets the renderFilters property.
Whether the filters should be rendered.
Adds an entry to the renderNodeData object of this game object.
If key is not set, it is created. If it is set, it is updated.
If value is undefined and key exists, the key is removed.
The render node to set the data for. If a string, it should be the name of the render node.
The key of the property to set.
The value to set the property to.
Sets the RenderNode for a given role.
Also sets the relevant render node data object, if specified.
If the node cannot be set, no changes are made.
The key of the role to set the render node for.
The render node to set on this Game Object. Either a string, or a RenderNode instance. If null, the render node is removed, along with its data.
OptionalrenderNodeData: objectAn object to store render node specific data in, to be read by the render nodes this Game Object uses.
OptionalcopyData: booleanShould the data be copied from the renderNodeData object? Default false.
Sets the rotation of this Game Object.
Optionalradians: numberThe rotation of this Game Object, in radians. Default 0.
Sets the scale of this Game Object.
Optionalx: numberThe horizontal scale of this Game Object. Default 1.
Optionaly: numberThe vertical scale of this Game Object. If not set it will use the x value. Default x.
Sets the scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The horizontal scroll factor of this Game Object.
Optionaly: numberThe vertical scroll factor of this Game Object. If not set it will use the x value. Default x.
Sets whether this GameObject should use self-shadowing.
Self-shadowing is only enabled if lighting is also enabled.
Optionalenabled: booleantrue to use self-shadowing, false to disable it, null to use the game default from config.render.selfShadow, or undefined to keep the setting.
Optionalpenumbra: numberThe penumbra value for the shadow. Lower is sharper but more jagged. Default is 0.5.
OptionaldiffuseFlatThreshold: numberThe texture brightness threshold at which the diffuse lighting will be considered flat. Range is 0-1. Default is 1/3.
Sets the internal size of this 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.
The width of this Game Object.
The height of this Game Object.
Sets the current state of this Game Object.
Phaser itself will never modify the State of a Game Object, although plugins may do so.
For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.
The state of the Game Object.
Sets 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.
Either a single tile index, or an array of tile indexes to have a collision callback set for.
The callback that will be invoked when the tile is collided with.
The context under which the callback is called.
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.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Optionalcallback: FunctionThe callback that will be invoked when the tile is collided with.
OptionalcallbackContext: objectThe context, or scope, under which the callback is invoked.
Pauses or resumes the elapse timer for this game object.
Optionalpaused: booleanPause state (true to pause, false to unpause). If not specified, the timer will unpause.
Set the reset period for the elapse timer for this game object.
The time after which timeElapsed will reset, in milliseconds.
Sets this Game Object to the back of the display list, or the back of its parent container.
Being at the back means it will render below everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets this Game Object to be at the top of the display list, or the top of its parent container.
Being at the top means it will render on-top of everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets the vertex round mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.
The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'.
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The visible state of the Game Object.
Sets the w position of this Game Object.
Optionalvalue: numberThe w position of this Game Object. Default 0.
Sets the x position of this Game Object.
Optionalvalue: numberThe x position of this Game Object. Default 0.
Sets the y position of this Game Object.
Optionalvalue: numberThe y position of this Game Object. Default 0.
Sets the z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#setDepth instead.
Optionalvalue: numberThe z position of this Game Object. Default 0.
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.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Removes all listeners.
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.
First tile index.
Second tile index.
OptionaltileX: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.
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.
The x coordinate, in tiles, not pixels.
The y coordinate, in tiles, not pixels.
Optionalpoint: Math.Vector2A Vector2 to store the coordinates in. If not given a new Vector2 is created.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.
Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata event is emitted from this Game Object.
The key to toggle the value for.
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Toggles the vertical flipped state of this Game Object.
Returns a JSON representation of the Game Object.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
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.
The current time in milliseconds.
The time since the last update, in milliseconds.
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.
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: numberThe left most tile index (in tile coordinates) to use as the origin of the area.
OptionaltileY: numberThe top most tile index (in tile coordinates) to use as the origin of the area.
Optionalwidth: numberHow many tiles wide from the tileX index the area will be.
Optionalheight: numberHow many tiles tall from the tileY index the area will be.
Checks to see if the given Collision Category will collide with this Arcade Physics object or not.
Collision category value to test.
Whether this Game Object will render filters.
This is true if it has active filters,
and if the renderFilters property is also true.
Checks if this Game Object should round its vertices,
based on the given Camera and the vertexRoundMode of this Game Object.
This is used by the WebGL Renderer to determine how to round the vertex positions.
You can override this method in your own custom Game Object classes to provide custom logic for vertex rounding.
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.
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.
The x coordinate to be converted, in pixels, not tiles.
The y coordinate to be converted, in pixels, not tiles.
OptionalsnapToFloor: booleanWhether or not to round the tile coordinate down to the nearest integer.
Optionalpoint: Math.Vector2A Vector2 to store the coordinates in. If not given a new Vector2 is created.
Optionalcamera: Cameras.Scene2D.CameraThe Camera to use when calculating the tile index from the world values.
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.
A TilemapLayer is a Game Object that renders LayerData from a Tilemap when used in combination with one, or more, Tilesets. This is a generic base class that is extended by the TilemapLayer classes. It is not used directly and should not be instantiated.