phaser - v3.90.0
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    A Plane Game Object.

    The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.

    The Plane can then be manipulated in 3D space, with rotation across all 3 axis.

    This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.

    You can use the uvScroll and uvScale methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet.

    The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite. The animation frame size must be fixed as the first frame will be the size of the entire animation, for example use a SpriteSheet.

    Note that the Plane object is WebGL only and does not have a Canvas counterpart.

    The Plane origin is always 0.5 x 0.5 and cannot be changed.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Methods

    Constructors

    • Parameters

      • scene: Scene

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

      • Optionalx: number

        The horizontal position of this Plane in the world.

      • Optionaly: number

        The vertical position of this Plane in the world.

      • Optionaltexture: string | Textures.Texture

        The key, or instance of the Texture this Plane will use to render with, as stored in the Texture Manager.

      • Optionalframe: string | number

        An optional frame from the Texture this Plane is rendering with.

      • Optionalwidth: number

        The width of this Plane, in cells, not pixels. Default 8.

      • Optionalheight: number

        The height of this Plane, in cells, not pixels. Default 8.

      • Optionaltile: boolean

        Is the texture tiled? I.e. repeated across each cell. Default false.

      Returns GameObjects.Plane

    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.

    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.

    The Animation State component of this Sprite.

    This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.

    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:

    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.

    debugCallback: Function

    You can optionally choose to render the vertices of this Mesh to a Graphics instance.

    Achieve this by setting the debugCallback and the debugGraphic properties.

    You can do this in a single call via the Mesh.setDebug method, which will use the built-in debug function. You can also set it to your own callback. The callback will be invoked once per render and sent the following parameters:

    debugCallback(src, meshLength, verts)

    src is the Mesh instance being debugged. meshLength is the number of mesh vertices in total. verts is an array of the translated vertex coordinates.

    To disable rendering, set this property back to null.

    Please note that high vertex count Meshes will struggle to debug properly.

    debugGraphic: GameObjects.Graphics

    The Graphics instance that the debug vertices will be drawn to, if setDebug has been called.

    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.

    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.

    faces: Geom.Mesh.Face[]

    An array containing the Face instances belonging to this Mesh.

    A Face consists of 3 Vertex objects.

    This array is populated during calls such as addVertices or addOBJ.

    fov: number

    The Camera fov (field of view) in degrees.

    This is set automatically as part of the Mesh.setPerspective call, but exposed here for additional math.

    Do not modify this property directly, doing so will not change the fov. For that, call the respective Mesh methods.

    frame: Frame

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

    gridHeight: number

    The height of this Plane in cells, not pixels.

    This value is read-only. To adjust it, see the setGridSize method.

    gridWidth: number

    The width of this Plane in cells, not pixels.

    This value is read-only. To adjust it, see the setGridSize method.

    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.

    hideCCW: boolean

    When rendering, skip any Face that isn't counter clockwise?

    Enable this to hide backward-facing Faces during rendering.

    Disable it to render all Faces.

    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.

    ignoreDirtyCache: boolean

    By default, the Mesh will check to see if its model or view transform has changed each frame and only recalculate the vertex positions if they have.

    This avoids lots of additional math in the preUpdate step when not required.

    However, if you are performing per-Face or per-Vertex manipulation on this Mesh, such as tweening a Face, or moving it without moving the rest of the Mesh, then you may need to disable the dirty cache in order for the Mesh to re-render correctly. You can toggle this property to do that. Please note that leaving this set to true will cause the Mesh to recalculate the position of every single vertex in it, every single frame. So only really do this if you know you need it.

    If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

    isTiled: boolean

    Is the texture of this Plane tiled across all cells, or not?

    This value is read-only. To adjust it, see the setGridSize method.

    The Mask this Game Object is using during render.

    modelPosition: Math.Vector3

    A Vector3 containing the 3D position of the vertices in this Mesh.

    Modifying the components of this property will allow you to reposition where the vertices are rendered within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

    Changing this property will impact all vertices being rendered by this Mesh.

    You can also adjust the 'view' by using the pan methods.

    modelRotation: Math.Vector3

    A Vector3 containing the 3D rotation of the vertices in this Mesh.

    The values should be given in radians, i.e. to rotate the vertices by 90 degrees you can use modelRotation.x = Phaser.Math.DegToRad(90).

    Modifying the components of this property will allow you to rotate the vertices within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

    Changing this property will impact all vertices being rendered by this Mesh.

    modelScale: Math.Vector3

    A Vector3 containing the 3D scale of the vertices in this Mesh.

    Modifying the components of this property will allow you to scale the vertices within the Mesh. This happens in the preUpdate phase, where each vertex is transformed using the view and projection matrices.

    Changing this property will impact all vertices being rendered by this Mesh.

    name: string

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

    originX: number

    Do not change this value. It has no effect other than to break things.

    originY: number

    Do not change this value. It has no effect other than to break things.

    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.

    projectionMatrix: Math.Matrix4

    The projection matrix for this Mesh.

    Update it with the setPerspective or setOrtho 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.

    tintFill: boolean

    The tint fill mode.

    false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertex colors replace the texture, but respects texture alpha.

    totalRendered: number

    How many faces were rendered by this Mesh Game Object in the last draw? This is reset in the preUpdate method and then incremented each time a face is drawn. Note that in multi-camera Scenes this value may exceed that found in Mesh.getFaceCount due to cameras drawing the same faces more than once.

    transformMatrix: Math.Matrix4

    The transformation matrix for this Mesh.

    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.

    vertices: Geom.Mesh.Vertex[]

    An array containing Vertex instances. One instance per vertex in this Mesh.

    This array is populated during calls such as addVertex or addOBJ.

    viewMatrix: Math.Matrix4

    The view matrix for this Mesh.

    viewPosition: Math.Vector3

    The view position for this Mesh.

    Use the methodspanX, panY and panZ to adjust the view.

    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

    • Adds a new Face into the faces array of this Mesh.

      A Face consists of references to 3 Vertex instances, which must be provided.

      Parameters

      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

    • 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

    • Adds a new Vertex into the vertices array of this Mesh.

      Just adding a vertex isn't enough to render it. You need to also make it part of a Face, with 3 Vertex instances per Face.

      Parameters

      • x: number

        The x position of the vertex.

      • y: number

        The y position of the vertex.

      • z: number

        The z position of the vertex.

      • u: number

        The UV u coordinate of the vertex.

      • v: number

        The UV v coordinate of the vertex.

      • Optionalcolor: number

        The color value of the vertex. Default 0xffffff.

      • Optionalalpha: number

        The alpha value of the vertex. Default 1.

      Returns this

    • Adds new vertices to this Mesh by parsing the given data.

      This method will take vertex data in one of two formats, based on the containsZ parameter.

      If your vertex data are x, y pairs, then containsZ should be false (this is the default, and will result in z=0 for each vertex).

      If your vertex data is groups of x, y and z values, then the containsZ parameter must be true.

      The uvs parameter is a numeric array consisting of u and v pairs.

      The normals parameter is a numeric array consisting of x, y vertex normal values and, if containsZ is true, z values as well.

      The indicies parameter is an optional array that, if given, is an indexed list of vertices to be added.

      The colors parameter is an optional array, or single value, that if given sets the color of each vertex created.

      The alphas parameter is an optional array, or single value, that if given sets the alpha of each vertex created.

      When providing indexed data it is assumed that all of the arrays are indexed, not just the vertices.

      The following example will create a 256 x 256 sized quad using an index array:

      let mesh = new Mesh(this);  // Assuming `this` is a scene!
      const vertices = [
      -128, 128,
      128, 128,
      -128, -128,
      128, -128
      ];

      const uvs = [
      0, 1,
      1, 1,
      0, 0,
      1, 0
      ];

      const indices = [ 0, 2, 1, 2, 3, 1 ];

      mesh.addVertices(vertices, uvs, indicies);
      // Note: Otherwise the added points will be "behind" the camera! This value will project vertex `x` & `y` values 1:1 to pixel values.
      mesh.hideCCW = false;
      mesh.setOrtho(mesh.width, mesh.height);

      If the data is not indexed, it's assumed that the arrays all contain sequential data.

      Parameters

      • vertices: number[]

        The vertices array. Either xy pairs, or xyz if the containsZ parameter is true.

      • uvs: number[]

        The UVs pairs array.

      • Optionalindicies: number[]

        Optional vertex indicies array. If you don't have one, pass null or an empty array.

      • OptionalcontainsZ: boolean

        Does the vertices data include a z component? If not, it will be assumed z=0, see methods panZ or setOrtho. Default false.

      • Optionalnormals: number[]

        Optional vertex normals array. If you don't have one, pass null or an empty array.

      • Optionalcolors: number | number[]

        An array of colors, one per vertex, or a single color value applied to all vertices. Default 0xffffff.

      • Optionalalphas: number | number[]

        An array of alpha values, one per vertex, or a single alpha value applied to all vertices. Default 1.

      Returns this

    • This method will add the data from a triangulated Wavefront OBJ model file to this Mesh.

      The data should have been loaded via the OBJFile:

      this.load.obj(key, url);
      

      Then use the same key as the first parameter to this method.

      Multiple Mesh Game Objects can use the same model data without impacting on each other.

      Make sure your 3D package has triangulated the model data prior to exporting it.

      You can add multiple models to a single Mesh, although they will act as one when moved or rotated. You can scale the model data, should it be too small, or too large, to see. You can also offset the vertices of the model via the x, y and z parameters.

      Parameters

      • key: string

        The key of the model data in the OBJ Cache to add to this Mesh.

      • Optionalscale: number

        An amount to scale the model data by. Use this if the model has exported too small, or large, to see. Default 1.

      • Optionalx: number

        Translate the model x position by this amount. Default 0.

      • Optionaly: number

        Translate the model y position by this amount. Default 0.

      • Optionalz: number

        Translate the model z position by this amount. Default 0.

      • OptionalrotateX: number

        Rotate the model on the x axis by this amount, in radians. Default 0.

      • OptionalrotateY: number

        Rotate the model on the y axis by this amount, in radians. Default 0.

      • OptionalrotateZ: number

        Rotate the model on the z axis by this amount, in radians. Default 0.

      • OptionalzIsUp: boolean

        Is the z axis up (true), or is y axis up (false)? Default true.

      Returns this

    • Iterates and destroys all current Faces in this Mesh, then resets the faces and vertices arrays.

      Returns this

    • 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

    • Clears all tint values associated with this Game Object.

      Immediately sets the color values back to 0xffffff on all vertices, which results in no visible change to the texture.

      Returns this

    • 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 a checkerboard style texture, based on the given colors and alpha values and applies it to this Plane, replacing any current texture it may have.

      The colors are used in an alternating pattern, like a chess board.

      Calling this method generates a brand new 16x16 pixel WebGLTexture internally and applies it to this Plane. While quite fast to do, you should still be mindful of calling this method either extensively, or in tight parts of your game.

      Parameters

      • Optionalcolor1: number

        The odd cell color, specified as a hex value. Default 0xffffff.

      • Optionalcolor2: number

        The even cell color, specified as a hex value. Default 0x0000ff.

      • Optionalalpha1: number

        The odd cell alpha value, specified as a number between 0 and 255. Default 255.

      • Optionalalpha2: number

        The even cell alpha value, specified as a number between 0 and 255. Default 255.

      • Optionalheight: number

        The view height of the Plane after creation, in pixels. Default 128.

      Returns void

    • 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

    • Runs a depth sort across all Faces in this Mesh, comparing their averaged depth.

      This is called automatically if you use any of the rotate methods, but you can also invoke it to sort the Faces should you manually position them.

      Returns this

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

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

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

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

      Parameters

      • OptionalfromScene: boolean

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

      Returns void

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

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

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

      Parameters

      • OptionalresetCursor: boolean

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

      Returns this

    • 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 the Face at the given index in this Mesh Game Object.

      Parameters

      • index: number

        The index of the Face to get.

      Returns Geom.Mesh.Face

    • Return an array of Face objects from this Mesh that intersect with the given coordinates.

      The given position is translated through the matrix of this Mesh and the given Camera, before being compared against the vertices.

      If more than one Face intersects, they will all be returned in the array, but the array will be depth sorted first, so the first element will always be that closest to the camera.

      Parameters

      • x: number

        The x position to check against.

      • y: number

        The y position to check against.

      • Optionalcamera: Camera

        The camera to pass the coordinates through. If not give, the default Scene Camera is used.

      Returns Geom.Mesh.Face[]

    • Returns the total number of Faces in this Mesh Game Object.

      Returns number

    • 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 the total number of Vertices in this Mesh Game Object.

      Returns number

    • Tests to see if any face in this Mesh intersects with the given coordinates.

      The given position is translated through the matrix of this Mesh and the given Camera, before being compared against the vertices.

      Parameters

      • x: number

        The x position to check against.

      • y: number

        The y position to check against.

      • Optionalcamera: Camera

        The camera to pass the coordinates through. If not give, the default Scene Camera is used.

      Returns boolean

    • Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

      If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

      If the key doesn't already exist in the Data Manager then it is created.

      When the value is first set, a setdata event is emitted from this Game Object.

      Parameters

      • key: string

        The key to change the value for.

      • Optionalamount: number

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

      Returns this

    • 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

    • Checks if the transformation data in this mesh is dirty.

      This is used internally by the preUpdate step to determine if the vertices should be recalculated or not.

      Returns boolean

    • 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

    • Translates the view position of this Mesh on the x axis by the given amount.

      Parameters

      • v: number

        The amount to pan by.

      Returns void

    • Translates the view position of this Mesh on the y axis by the given amount.

      Parameters

      • v: number

        The amount to pan by.

      Returns void

    • Translates the view position of this Mesh on the z axis by the given amount.

      As the default panZ value is 0, vertices with z=0 (the default) need special care or else they will not display as they are "behind" the camera.

      Consider using mesh.panZ(mesh.height / (2 * Math.tan(Math.PI / 16))), which will interpret vertex geometry 1:1 with pixel geometry (or see setOrtho).

      Parameters

      • v: number

        The amount to pan by.

      Returns void

    • Start playing the given animation on this Plane.

      Animations in Phaser can either belong to the global Animation Manager, or specifically to this Plane.

      The benefit of a global animation is that multiple Game Objects can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any animating Game Object.

      The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

      var config = {
      key: 'run',
      frames: 'muybridge',
      frameRate: 15,
      repeat: -1
      };

      // This code should be run from within a Scene:
      this.anims.create(config);

      However, if you wish to create an animation that is unique to this Plane, and this Plane alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Plane.

      With the animation created, either globally or locally, you can now play it on this Plane:

      const plane = this.add.plane(...);
      plane.play('run');

      Alternatively, if you wish to run it at a different frame rate for example, you can pass a config object instead:

      const plane = this.add.plane(...);
      plane.play({ key: 'run', frameRate: 24 });

      When playing an animation on a Plane it will first check to see if it can find a matching key locally within the Plane. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

      If you need a Plane to be able to play both local and global animations, make sure they don't have conflicting keys.

      See the documentation for the PlayAnimationConfig config object for more details about this.

      Also, see the documentation in the Animation Manager for further details on creating animations.

      Parameters

      • key: string | Animations.Animation | PlayAnimationConfig

        The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

      • OptionalignoreIfPlaying: boolean

        If an animation is already playing then ignore this call. Default false.

      Returns this

    • Waits for the specified delay, in milliseconds, then starts playback of the given animation.

      If the animation also has a delay value set in its config, it will be added to the delay given here.

      If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.

      If no animation is currently running, the given one begins after the delay.

      When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

      Parameters

      • key: string | Animations.Animation | PlayAnimationConfig

        The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

      • delay: number

        The delay, in milliseconds, to wait before starting the animation playing.

      Returns this

    • Waits for the current animation to complete the repeatCount number of repeat cycles, then starts playback of the given animation.

      You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.

      If no animation is currently running, the given one will start immediately.

      When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

      Parameters

      • key: string | Animations.Animation | PlayAnimationConfig

        The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

      • OptionalrepeatCount: number

        How many times should the animation repeat before the next one starts? Default 1.

      Returns this

    • Start playing the given animation on this Plane, in reverse.

      Animations in Phaser can either belong to the global Animation Manager, or specifically to a Game Object.

      The benefit of a global animation is that multiple Game Objects can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any animating Game Object.

      The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

      var config = {
      key: 'run',
      frames: 'muybridge',
      frameRate: 15,
      repeat: -1
      };

      // This code should be run from within a Scene:
      this.anims.create(config);

      However, if you wish to create an animation that is unique to this Game Object, and this Game Object alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Game Object.

      With the animation created, either globally or locally, you can now play it on this Game Object:

      const plane = this.add.plane(...);
      plane.playReverse('run');

      Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

      const plane = this.add.plane(...);
      plane.playReverse({ key: 'run', frameRate: 24 });

      When playing an animation on a Game Object it will first check to see if it can find a matching key locally within the Game Object. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

      If you need a Game Object to be able to play both local and global animations, make sure they don't have conflicting keys.

      See the documentation for the PlayAnimationConfig config object for more details about this.

      Also, see the documentation in the Animation Manager for further details on creating animations.

      Parameters

      • key: string | Animations.Animation | PlayAnimationConfig

        The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

      • OptionalignoreIfPlaying: boolean

        If an animation is already playing then ignore this call. Default false.

      Returns this

    • Modifies the layout of this Plane by adjusting the grid dimensions to the given width and height. The values are given in cells, not pixels.

      The tile parameter allows you to control if the texture is tiled, or applied across the entire Plane? A tiled texture will repeat with one iteration per cell. A non-tiled texture will be applied across the whole Plane.

      Note that if this Plane is using a single texture, not from a texture atlas or sprite sheet, then you can use the Plane.uvScale method to have much more fine-grained control over the texture tiling.

      Parameters

      • Optionalwidth: number

        The width of this Plane, in cells, not pixels. Default 8.

      • Optionalheight: number

        The height of this Plane, in cells, not pixels. Default 8.

      • Optionaltile: boolean

        Is the texture tiled? I.e. repeated across each cell. Default false.

      Returns void

    • Runs the preUpdate for this Plane, which will check its Animation State, if one is playing, and refresh view / model matrices, if updated.

      Parameters

      • time: number

        The current timestamp.

      • delta: number

        The delta time, in ms, elapsed since the last frame.

      Returns void

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

      Parameters

      • Optionalevent: string | symbol

        The event name.

      Returns this

    • If this Plane has a Checkerboard Texture, this method will destroy it and reset the internal flag for it.

      Returns void

    • 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

    • The x rotation of the Model in 3D space, as specified in degrees.

      If you need the value in radians use the modelRotation.x property directly.

      Returns number

    • The y rotation of the Model in 3D space, as specified in degrees.

      If you need the value in radians use the modelRotation.y property directly.

      Returns number

    • The z rotation of the Model in 3D space, as specified in degrees.

      If you need the value in radians use the modelRotation.z property directly.

      Returns number

    • 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.

      Parameters

      • Optionalvalue: number

        The alpha value applied across the whole Game Object. Default 1.

      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

    • This method enables rendering of the Mesh vertices to the given Graphics instance.

      If you enable this feature, you must call Graphics.clear() in your Scene update, otherwise the Graphics instance you provide to debug will fill-up with draw calls, eventually crashing the browser. This is not done automatically to allow you to debug draw multiple Mesh objects to a single Graphics instance.

      The Mesh class has a built-in debug rendering callback Mesh.renderDebug, however you can also provide your own callback to be used instead. Do this by setting the callback parameter.

      The callback is invoked once per render and sent the following parameters:

      callback(src, faces)

      src is the Mesh instance being debugged. faces is an array of the Faces that were rendered.

      You can get the final drawn vertex position from a Face object like this:

      let face = faces[i];

      let x0 = face.vertex1.tx;
      let y0 = face.vertex1.ty;
      let x1 = face.vertex2.tx;
      let y1 = face.vertex2.ty;
      let x2 = face.vertex3.tx;
      let y2 = face.vertex3.ty;

      graphic.strokeTriangle(x0, y0, x1, y1, x2, y2);

      If using your own callback you do not have to provide a Graphics instance to this method.

      To disable debug rendering, to either your own callback or the built-in one, call this method with no arguments.

      Parameters

      • Optionalgraphic: GameObjects.Graphics

        The Graphic instance to render to if using the built-in callback.

      • Optionalcallback: Function

        The callback to invoke during debug render. Leave as undefined to use the built-in callback.

      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 Mesh Game Object to the Input Manager to enable it for Input.

      Unlike other Game Objects, the Mesh Game Object uses its own special hit area callback, which you cannot override.

      Parameters

      • Optionalconfig: InputConfiguration

        An input configuration object but it will ignore hitArea, hitAreaCallback and pixelPerfect with associated alphaTolerance properties.

      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

    • Builds a new orthographic projection matrix from the given values.

      If using this mode you will often need to set Mesh.hideCCW to false as well.

      By default, calling this method with no parameters will set the scaleX value to match the renderer's aspect ratio. If you would like to render vertex positions 1:1 to pixel positions, consider calling as mesh.setOrtho(mesh.width, mesh.height).

      See also setPerspective.

      Parameters

      • OptionalscaleX: number

        The default horizontal scale in relation to the Mesh / Renderer dimensions. Default 1.

      • OptionalscaleY: number

        The default vertical scale in relation to the Mesh / Renderer dimensions. Default 1.

      • Optionalnear: number

        The near value of the view. Default -1000.

      • Optionalfar: number

        The far value of the view. Default 1000.

      Returns void

    • Builds a new perspective projection matrix from the given values.

      These are also the initial projection matrix and parameters for Mesh (see Mesh.panZ for more discussion).

      See also setOrtho.

      Parameters

      • width: number

        The width of the projection matrix. Typically the same as the Mesh and/or Renderer.

      • height: number

        The height of the projection matrix. Typically the same as the Mesh and/or Renderer.

      • Optionalfov: number

        The field of view, in degrees. Default 45.

      • Optionalnear: number

        The near value of the view. Default 0.01.

      • Optionalfar: number

        The far value of the view. Default 1000.

      Returns void

    • 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

    • An internal method that resets the perspective projection for this Plane when it changes texture or frame, and also resets the cell UV coordinates, if required.

      Parameters

      • OptionalresetUV: boolean

        Reset all of the cell UV coordinates? Default true.

      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 an additive tint on all vertices of this Mesh Game Object.

      The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint.

      To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once.

      To remove a tint call clearTint.

      Parameters

      • Optionaltint: number

        The tint being applied to all vertices of this Mesh Game Object. Default 0xffffff.

      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 height of this Plane to match the given value, in pixels.

      This adjusts the Plane.viewPosition.z value to achieve this.

      If no value parameter is given, it will set the view height to match that of the current texture frame the Plane is using.

      Parameters

      • Optionalvalue: number

        The height, in pixels, to set this Plane view height to.

      Returns void

    • 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

    • Immediately stops the current animation from playing and dispatches the ANIMATION_STOP events.

      If no animation is playing, no event will be dispatched.

      If there is another animation queued (via the chain method) then it will start playing immediately.

      Returns this

    • Stops the current animation from playing after the specified time delay, given in milliseconds.

      It then dispatches the ANIMATION_STOP event.

      If no animation is running, no events will be dispatched.

      If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

      Parameters

      • delay: number

        The number of milliseconds to wait before stopping this animation.

      Returns this

    • Stops the current animation from playing after the given number of repeats.

      It then dispatches the ANIMATION_STOP event.

      If no animation is running, no events will be dispatched.

      If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

      Parameters

      • OptionalrepeatCount: number

        How many times should the animation repeat before stopping? Default 1.

      Returns this

    • Stops the current animation from playing when it next sets the given frame. If this frame doesn't exist within the animation it will not stop it from playing.

      It then dispatches the ANIMATION_STOP event.

      If no animation is running, no events will be dispatched.

      If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

      Parameters

      Returns this

    • The tint value being applied to the whole of the Game Object. This property is a setter-only.

      Returns number

    • Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

      If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

      If the key doesn't already exist in the Data Manager then it is created.

      When the value is first set, a setdata event is emitted from this Game Object.

      Parameters

      • key: string

        The key to toggle the value for.

      Returns this

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

      Parameters

      • ...args: any[]

        args

      Returns void

    • Scales the UV texture coordinates of all faces in this Mesh by the exact given amounts.

      If you only wish to scale one coordinate, pass a value of one to the other.

      Due to a limitation in WebGL1 you can only UV scale textures that are a power-of-two in size. Scaling NPOT textures will work but will result in clamping the pixels to the edges if you scale beyond a value of 1. Scaling below 1 will work regardless of texture size.

      Note that if this Mesh is using a frame from a texture atlas then you will be unable to UV scale its texture.

      Parameters

      • x: number

        The amount to horizontally scale the UV coordinates by.

      • y: number

        The amount to vertically scale the UV coordinates by.

      Returns this

    • Scrolls the UV texture coordinates of all faces in this Mesh by adding the given x/y amounts to them.

      If you only wish to scroll one coordinate, pass a value of zero to the other.

      Use small values for scrolling. UVs are set from the range 0 to 1, so you should increment (or decrement) them by suitably small values, such as 0.01.

      Due to a limitation in WebGL1 you can only UV scroll textures that are a power-of-two in size. Scrolling NPOT textures will work but will result in clamping the pixels to the edges.

      Note that if this Mesh is using a frame from a texture atlas then you will be unable to UV scroll its texture.

      Parameters

      • x: number

        The amount to horizontally shift the UV coordinates by.

      • y: number

        The amount to vertically shift the UV coordinates by.

      Returns this

    • 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