new GameObject(scene, type)
Parameters:
Name | Type | Description |
---|---|---|
scene |
Phaser.Scene | The Scene to which this Game Object belongs. |
type |
string | A textual representation of the type of Game Object, i.e. |
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 13)
Extends
Members
-
<static, constant> RENDER_MASK :number
-
The bitmask that
GameObject.renderFlags
is compared against to determine if the Game Object will render or not.Type:
- number
- Source: src/gameobjects/GameObject.js (Line 737)
-
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.Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- true
- Source: src/gameobjects/GameObject.js (Line 112)
-
<nullable> body :Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|MatterJS.BodyType
-
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
Type:
- Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody | MatterJS.BodyType
- Since: 3.0.0
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 185)
-
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:Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/gameobjects/GameObject.js (Line 159)
Example
this.cameraFilter |= camera.id
-
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:Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/gameobjects/lights/Light.js (Line 85)
Example
this.cameraFilter |= camera.id
-
data :Phaser.Data.DataManager
-
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 usegetData
orsetData
orsetDataEnabled
.Type:
- Since: 3.0.0
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 135)
-
displayList :Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer
-
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
Type:
- Since: 3.50.0
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 52)
-
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.Type:
- boolean
- Since: 3.5.0
- Default Value:
-
- false
- Source: src/gameobjects/GameObject.js (Line 195)
-
<nullable> input :Phaser.Types.Input.InteractiveObject
-
If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call
GameObject.setInteractive()
.Type:
- Since: 3.0.0
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 174)
-
name :string
-
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Type:
- string
- Since: 3.0.0
- Default Value:
-
- ''
- Source: src/gameobjects/GameObject.js (Line 101)
-
parentContainer :Phaser.GameObjects.Container
-
The parent Container of this Game Object, if it has one.
Type:
- Since: 3.4.0
- Source: src/gameobjects/GameObject.js (Line 92)
-
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.Type:
- number
- Since: 3.0.0
- Default Value:
-
- 15
- Source: src/gameobjects/GameObject.js (Line 147)
-
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.Type:
- number
- Since: 3.0.0
- Default Value:
-
- 15
- Source: src/gameobjects/lights/Light.js (Line 73)
-
scene :Phaser.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.
Type:
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 38)
-
state :number|string
-
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.
Type:
- number | string
- Since: 3.16.0
- Source: src/gameobjects/GameObject.js (Line 76)
-
tabIndex :number
-
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- -1
- Source: src/gameobjects/GameObject.js (Line 124)
-
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.Type:
- string
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 66)
Methods
-
addedToScene()
-
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.- Since: 3.50.0
- Source: src/gameobjects/GameObject.js (Line 548)
-
addListener(event, fn [, context])
-
Add a listener for a given event.
Parameters:
Name Type Argument Default Description event
string | symbol The event name.
fn
function The listener function.
context
* <optional>
this The context to invoke the listener with.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 111)
Returns:
this
. -
destroy()
-
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.
- Since: 3.0.0
- Overrides:
- Source: src/gameobjects/GameObject.js (Line 661)
Fires:
-
disableInteractive()
-
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.- Since: 3.7.0
- Source: src/gameobjects/GameObject.js (Line 490)
Returns:
This GameObject.
-
emit(event [, args])
-
Calls each of the listeners registered for a given event.
Parameters:
Name Type Argument Description event
string | symbol The event name.
args
* <optional>
<repeatable>
Additional arguments that will be passed to the event handler.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 86)
Returns:
true
if the event had listeners, elsefalse
.- Type
- boolean
-
eventNames()
-
Return an array listing the events for which the emitter has registered listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 55)
Returns:
- Type
- Array.<(string|symbol)>
-
getData(key)
-
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 calledgold
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:
Name Type Description key
string | Array.<string> The key of the value to retrieve, or an array of keys.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 412)
Returns:
The value belonging to the given key, or an array of values, the order of which will match the input array.
- Type
- *
-
getIndexList()
-
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.
- Since: 3.4.0
- Source: src/gameobjects/GameObject.js (Line 619)
Returns:
An array of display list position indexes.
- Type
- Array.<number>
-
incData(key [, data])
-
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:
Name Type Argument Description key
string | object The key to increase the value for.
data
* <optional>
The value to increase for the given key.
- Since: 3.23.0
- Source: src/gameobjects/GameObject.js (Line 353)
Returns:
This GameObject.
-
listenerCount(event)
-
Return the number of listeners listening to a given event.
Parameters:
Name Type Description event
string | symbol The event name.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 75)
Returns:
The number of listeners.
- Type
- number
-
listeners(event)
-
Return the listeners registered for a given event.
Parameters:
Name Type Description event
string | symbol The event name.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 64)
Returns:
The registered listeners.
- Type
- Array.<function()>
-
off(event [, fn] [, context] [, once])
-
Remove the listeners of a given event.
Parameters:
Name Type Argument Description event
string | symbol The event name.
fn
function <optional>
Only remove the listeners that match this function.
context
* <optional>
Only remove the listeners that have this context.
once
boolean <optional>
Only remove one-time listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 151)
Returns:
this
. -
on(event, fn [, context])
-
Add a listener for a given event.
Parameters:
Name Type Argument Default Description event
string | symbol The event name.
fn
function The listener function.
context
* <optional>
this The context to invoke the listener with.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 98)
Returns:
this
. -
once(event, fn [, context])
-
Add a one-time listener for a given event.
Parameters:
Name Type Argument Default Description event
string | symbol The event name.
fn
function The listener function.
context
* <optional>
this The context to invoke the listener with.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 124)
Returns:
this
. -
removeAllListeners( [event])
-
Remove all listeners, or those of the specified event.
Parameters:
Name Type Argument Description event
string | symbol <optional>
The event name.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 165)
Returns:
this
. -
removedFromScene()
-
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.- Since: 3.50.0
- Source: src/gameobjects/GameObject.js (Line 563)
-
removeInteractive()
-
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.)- Since: 3.7.0
- Source: src/gameobjects/GameObject.js (Line 514)
Returns:
This GameObject.
-
removeListener(event [, fn] [, context] [, once])
-
Remove the listeners of a given event.
Parameters:
Name Type Argument Description event
string | symbol The event name.
fn
function <optional>
Only remove the listeners that match this function.
context
* <optional>
Only remove the listeners that have this context.
once
boolean <optional>
Only remove one-time listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 137)
Returns:
this
. -
setActive(value)
-
Sets the
active
property of this Game Object and returns this Game Object for further chaining. A Game Object with itsactive
property set totrue
will be updated by the Scenes UpdateList.Parameters:
Name Type Description value
boolean True if this Game Object should be set as active, false if not.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 215)
Returns:
This GameObject.
-
setData(key [, data])
-
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 calledPlayerLives
then it would emit the eventchangedata-PlayerLives
. These events will be emitted regardless if you use this method to set the value, or the directvalues
setter.Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys
gold
andGold
are treated as two unique values within the Data Manager.Parameters:
Name Type Argument Description key
string | object The key to set the value for. Or an object of key value pairs. If an object the
data
argument is ignored.data
* <optional>
The value to set for the given key. If an object is provided as the key this argument is ignored.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 294)
Returns:
This GameObject.
-
setDataEnabled()
-
Adds a Data Manager component to this Game Object.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 275)
- See:
Returns:
This GameObject.
-
setInteractive( [hitArea] [, callback] [, dropZone])
-
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:
Name Type Argument Default Description hitArea
Phaser.Types.Input.InputConfiguration | any <optional>
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.
callback
Phaser.Types.Input.HitAreaCallback <optional>
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.
dropZone
boolean <optional>
false Should this Game Object be treated as a drop zone target?
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 452)
Returns:
This GameObject.
Examples
sprite.setInteractive();
sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains);
graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains);
-
setName(value)
-
Sets the
name
property of this Game Object and returns this Game Object for further chaining. Thename
property is not populated by Phaser and is presented for your own use.Parameters:
Name Type Description value
string The name to be given to this Game Object.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 233)
Returns:
This GameObject.
-
setState(value)
-
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:
Name Type Description value
number | string The state of the Game Object.
- Since: 3.16.0
- Source: src/gameobjects/GameObject.js (Line 251)
Returns:
This GameObject.
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
toggleData(key)
-
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:
Name Type Description key
string | object The key to toggle the value for.
- Since: 3.23.0
- Source: src/gameobjects/GameObject.js (Line 383)
Returns:
This GameObject.
-
toJSON()
-
Returns a JSON representation of the Game Object.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 590)
Returns:
A JSON representation of the Game Object.
-
update( [args])
-
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
Parameters:
Name Type Argument Description args
* <optional>
<repeatable>
args
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 578)
-
willRender(camera)
-
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:
Name Type Description camera
Phaser.Cameras.Scene2D.Camera The Camera to check against this Game Object.
- Since: 3.0.0
- Source: src/gameobjects/GameObject.js (Line 603)
Returns:
True if the Game Object should be rendered, otherwise false.
- Type
- boolean