phaser - v3.90.0
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    A Blitter Game Object.

    The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects. Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture, a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed during rendering.

    A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows them their speed.

    If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth investigating. They are especially useful for using as a base for your own special effects systems.

    Hierarchy (View Summary)

    Implements

    Index

    Constructors

    Properties

    Methods

    Constructors

    • Parameters

      • scene: Scene

        The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.

      • Optionalx: number

        The x coordinate of this Game Object in world space. Default 0.

      • Optionaly: number

        The y coordinate of this Game Object in world space. Default 0.

      • Optionaltexture: string

        The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager. Default '__DEFAULT'.

      • Optionalframe: string | number

        The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet. Default 0.

      Returns Blitter

    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:

    children: List<Bob>

    The children of this Blitter. This List contains all of the Bob objects created by the Blitter.

    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.

    defaultPipeline: WebGLPipeline

    The initial WebGL pipeline of this Game Object.

    If you call resetPipeline on this Game Object, the pipeline is reset to this default.

    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.

    dirty: boolean

    Is the Blitter considered dirty? A 'dirty' Blitter has had its child count changed since the last frame.

    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: Layer | DisplayList

    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.

    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.

    frame: Frame

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

    hasPostPipeline: boolean

    Does this Game Object have any Post Pipelines set?

    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().

    The Mask this Game Object is using during render.

    name: string

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

    parentContainer: GameObjects.Container

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

    pipeline: WebGLPipeline

    The current WebGL pipeline of this Game Object.

    pipelineData: object

    An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

    The Post FX component of this Game Object.

    This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

    const player = this.add.sprite();
    player.postFX.addBloom();

    All FX are WebGL only and do not have Canvas counterparts.

    Please see the FX Class for more details and available methods.

    This property is always null until the initPostPipeline method is called.

    postPipelineData: object

    An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

    postPipelines: PostFXPipeline[]

    The WebGL Post FX Pipelines this Game Object uses for post-render effects.

    The pipelines are processed in the order in which they appear in this array.

    If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

    The Pre FX component of this Game Object.

    This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

    const player = this.add.sprite();
    player.preFX.addBloom();

    Only the following Game Objects support Pre FX:

    • Image
    • Sprite
    • TileSprite
    • Text
    • RenderTexture
    • Video

    All FX are WebGL only and do not have Canvas counterparts.

    Please see the FX Class for more details and available methods.

    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.

    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.

    state: string | number

    The current state of this Game Object.

    Phaser itself will never modify this value, although plugins may do so.

    Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

    tabIndex: number

    The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

    The Texture this Game Object is using to render with.

    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.

    visible: boolean

    The visible state of the Game Object.

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

    w: number

    The w position of this Game Object.

    width: number

    The native (un-scaled) width of this Game Object.

    Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

    x: number

    The x position of this Game Object.

    y: number

    The y position of this Game Object.

    z: number

    The z position of this Game Object.

    Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

    RENDER_MASK: number

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

    Methods

    • This callback is invoked when this Game Object is added to a Scene.

      Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

      You can also listen for the ADDED_TO_SCENE event from this Game Object.

      Returns void

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • 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: Layer | DisplayList

        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

    • Checks if the given child can render or not, by checking its visible and alpha values.

      Parameters

      • child: Bob

        The Bob to check for rendering.

      Returns boolean

    • Removes all Bobs from the children List and clears the dirty flag.

      Returns void

    • Clears all alpha values associated with this Game Object.

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

      Returns this

    • Removes all Pre and Post FX Controllers from this Game Object.

      If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

      If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

      Returns this

    • Clears the mask that this Game Object was using.

      Parameters

      • OptionaldestroyMask: boolean

        Destroy the mask before clearing it? Default false.

      Returns this

    • Creates a new Bob in this Blitter.

      The Bob is created at the given coordinates, relative to the Blitter and uses the given frame. A Bob can use any frame belonging to the texture bound to the Blitter.

      Parameters

      • x: number

        The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.

      • y: number

        The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.

      • Optionalframe: string | number | Frame

        The Frame the Bob will use. It must be part of the Texture the parent Blitter object is using.

      • Optionalvisible: boolean

        Should the created Bob render or not? Default true.

      • Optionalindex: number

        The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.

      Returns Bob

    • Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.

      Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

      To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

      If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.

      Type Parameters

      Parameters

      • OptionalmaskObject: GameObject | DynamicTexture

        The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

      • Optionalx: number

        If creating a Game Object, the horizontal position in the world.

      • Optionaly: number

        If creating a Game Object, the vertical position in the world.

      • Optionaltexture: string | Textures.Texture

        If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

      • Optionalframe: string | number | Frame

        If creating a Game Object, an optional frame from the Texture this Game Object is rendering with.

      Returns BitmapMask

    • Creates multiple Bob objects within this Blitter and then passes each of them to the specified callback.

      Parameters

      • callback: CreateCallback

        The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob.

      • quantity: number

        The quantity of Bob objects to create.

      • Optionalframe: string | number | number[] | string[] | Frame | Frame[]

        The Frame the Bobs will use. It must be part of the Blitter Texture.

      • Optionalvisible: boolean

        Should the created Bob render or not? Default true.

      Returns Bob[]

    • 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.

      Type Parameters

      Parameters

      • Optionalgraphics: GameObjects.Graphics | Shape

        A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

      Returns GeometryMask

    • Creates multiple Bobs in one call.

      The amount created is controlled by a combination of the quantity argument and the number of frames provided.

      If the quantity is set to 10 and you provide 2 frames, then 20 Bobs will be created. 10 with the first frame and 10 with the second.

      Parameters

      • quantity: number

        The quantity of Bob objects to create.

      • Optionalframe: string | number | number[] | string[] | Frame | Frame[]

        The Frame the Bobs will use. It must be part of the Blitter Texture.

      • Optionalvisible: boolean

        Should the created Bob render or not? Default true.

      Returns Bob[]

    • Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

      Also removes itself from the Input Manager and Physics Manager if previously enabled.

      Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

      If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

      Parameters

      • OptionalfromScene: boolean

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

      Returns void

    • If this Game Object has previously been enabled for input, this will disable it.

      An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

      If want to completely remove interaction from this Game Object then use removeInteractive instead.

      Parameters

      • OptionalresetCursor: boolean

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

      Returns this

    • 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

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

      Returns (string | symbol)[]

    • 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[]

    • 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: 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 name of the WebGL Pipeline this Game Object is currently using.

      Returns string

    • Returns an array of Bobs to be rendered. If the Blitter is dirty then a new list is generated and stored in renderList.

      Returns Bob[]

    • 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

    • Sets the initial WebGL Pipeline of this Game Object.

      This should only be called during the instantiation of the Game Object. After that, use setPipeline.

      Parameters

      • Optionalpipeline: string | WebGLPipeline

        Either the string-based name of the pipeline, or a pipeline instance to set.

      Returns boolean

    • This should only be called during the instantiation of the Game Object.

      It is called by default by all core Game Objects and doesn't need calling again.

      After that, use setPostPipeline.

      Parameters

      • OptionalpreFX: boolean

        Does this Game Object support Pre FX? Default false.

      Returns void

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

      Parameters

      • event: string | symbol

        The event name.

      Returns number

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

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

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

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

      Returns void

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

      Parameters

      • Optionalevent: string | symbol

        The event name.

      Returns this

    • This callback is invoked when this Game Object is removed from a Scene.

      Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

      You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

      Returns void

    • Removes this Game Object from the Display List it is currently on.

      A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

      You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

      If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

      Returns this

    • Removes this Game Object from the Scene's Update List.

      When a Game Object is on the Update List, it will have its preUpdate method called every game frame. Calling this method will remove it from the list, preventing this.

      Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.

      Returns this

    • If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

      The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

      If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

      If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

      If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

      Parameters

      • OptionalresetCursor: boolean

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

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

      If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

      Parameters

      • pipeline: string | PostFXPipeline

        The string-based name of the pipeline, or a pipeline class.

      Returns this

    • Resets the WebGL Pipeline of this Game Object back to the default it was created with.

      Parameters

      • OptionalresetData: boolean

        Reset the pipelineData object to being an empty object? Default false.

      Returns boolean

    • Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

      Parameters

      • OptionalresetData: boolean

        Reset the postPipelineData object to being an empty object? Default false.

      Returns void

    • 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

    • 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

    • Adds a Data Manager component to this Game Object.

      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 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

    • Sets the frame this Game Object will use to render with.

      If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.

      If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.

      Calling setFrame will modify the width and height properties of your Game Object.

      It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

      Parameters

      • frame: string | number | Frame

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

      • OptionalupdateSize: boolean

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

      • OptionalupdateOrigin: boolean

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

      Returns this

    • Pass this Game Object to the Input Manager to enable it for Input.

      Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

      If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

      You can also provide an Input Configuration Object as the only argument to this method.

      Parameters

      • OptionalhitArea: any

        Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

      • Optionalcallback: HitAreaCallback

        The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

      • OptionaldropZone: boolean

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

      Returns this

    • Sets the mask that this Game Object will use to render with.

      The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

      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

      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 main WebGL Pipeline of this Game Object.

      Also sets the pipelineData property, if the parameter is given.

      Parameters

      • pipeline: string | WebGLPipeline

        Either the string-based name of the pipeline, or a pipeline instance to set.

      • OptionalpipelineData: object

        Optional pipeline data object that is set in to the pipelineData property of this Game Object.

      • OptionalcopyData: boolean

        Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead. Default true.

      Returns this

    • Adds an entry to the pipelineData object belonging to this Game Object.

      If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

      If value is undefined, and key exists, key is removed from the data object.

      Parameters

      • key: string

        The key of the pipeline data to set, update, or delete.

      • Optionalvalue: any

        The value to be set with the key. If undefined then key will be deleted from the object.

      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 one, or more, Post Pipelines on this Game Object.

      Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

      The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

      If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

      You can optionally also set the postPipelineData property, if the parameter is given.

      Parameters

      • pipelines: string | Function | string[] | Function[] | PostFXPipeline | PostFXPipeline[]

        Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.

      • OptionalpipelineData: object

        Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

      • OptionalcopyData: boolean

        Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead. Default true.

      Returns this

    • Adds an entry to the postPipelineData object belonging to this Game Object.

      If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

      If value is undefined, and key exists, key is removed from the data object.

      Parameters

      • key: string

        The key of the pipeline data to set, update, or delete.

      • Optionalvalue: any

        The value to be set with the key. If undefined then key will be deleted from the object.

      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

    • Sets the rotation of this Game Object.

      Parameters

      • Optionalradians: number

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

      Returns this

    • Sets the scale of this Game Object.

      Parameters

      • Optionalx: number

        The horizontal scale of this Game Object. Default 1.

      • Optionaly: number

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

      Returns this

    • Sets the scroll factor of this Game Object.

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

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

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

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

      Parameters

      • x: number

        The horizontal scroll factor of this Game Object.

      • Optionaly: number

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

      Returns this

    • Sets 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 size of this Game Object to be that of the given Frame.

      This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

      If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

      Parameters

      • Optionalframe: boolean | Frame

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

      Returns this

    • Sets the current state of this Game Object.

      Phaser itself will never modify the State of a Game Object, although plugins may do so.

      For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

      Parameters

      • value: string | number

        The state of the Game Object.

      Returns this

    • Sets the texture and frame this Game Object will use to render with.

      Textures are referenced by their string-based keys, as stored in the Texture Manager.

      Calling this method will modify the width and height properties of your Game Object.

      It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

      Parameters

      • key: string | Textures.Texture

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

      • Optionalframe: string | number

        The name or index of the frame within the Texture.

      • OptionalupdateSize: boolean

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

      • OptionalupdateOrigin: boolean

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

      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 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

    • 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.

      Parameters

      • Optionalvalue: number

        The z position of this Game Object. Default 0.

      Returns this

    • Removes all listeners.

      Returns void

    • 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

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

      Parameters

      • ...args: any[]

        args

      Returns void

    • Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

      Parameters

      • camera: Camera

        The Camera to check against this Game Object.

      Returns boolean