new Graphics(scene [, options])
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
scene |
Phaser.Scene | The Scene to which this Graphics object belongs. |
|
options |
Phaser.Types.GameObjects.Graphics.Options |
<optional> |
Options that set the position and default style of this Graphics object. |
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 26)
Extends
- Phaser.GameObjects.GameObject
- Phaser.GameObjects.Components.AlphaSingle
- Phaser.GameObjects.Components.BlendMode
- Phaser.GameObjects.Components.Depth
- Phaser.GameObjects.Components.Mask
- Phaser.GameObjects.Components.Pipeline
- Phaser.GameObjects.Components.Transform
- Phaser.GameObjects.Components.Visible
- Phaser.GameObjects.Components.ScrollFactor
Members
-
<static> TargetCamera :Phaser.Cameras.Scene2D.Camera
-
A Camera used specifically by the Graphics system for rendering to textures.
Type:
- Since: 3.1.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1462)
-
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
- Inherited From:
- Default Value:
-
- true
- Source: src/gameobjects/GameObject.js (Line 112)
-
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.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/AlphaSingle.js (Line 68)
-
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.Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 200)
-
blendMode :Phaser.BlendModes|string
-
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:
- 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.
Type:
- Phaser.BlendModes | string
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/BlendMode.js (Line 30)
-
<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
- Inherited From:
- 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
- Inherited From:
- Overrides:
- Default Value:
-
- 0
- Source: src/gameobjects/GameObject.js (Line 159)
Example
this.cameraFilter |= camera.id
-
commandBuffer :array
-
The array of commands used to render the Graphics.
Type:
- array
- Since: 3.0.0
- Default Value:
-
- []
- Source: src/gameobjects/graphics/Graphics.js (Line 133)
-
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
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 135)
-
defaultFillAlpha :number
-
The default fill alpha for shapes rendered by this Graphics object.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 1
- Source: src/gameobjects/graphics/Graphics.js (Line 153)
-
defaultFillColor :number
-
The default fill color for shapes rendered by this Graphics object.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- -1
- Source: src/gameobjects/graphics/Graphics.js (Line 143)
-
defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline
-
The initial WebGL pipeline of this Game Object.
If you call
resetPipeline
on this Game Object, the pipeline is reset to this default.Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/components/Pipeline.js (Line 21)
-
defaultStrokeAlpha :number
-
The default stroke alpha for shapes rendered by this Graphics object.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 1
- Source: src/gameobjects/graphics/Graphics.js (Line 183)
-
defaultStrokeColor :number
-
The default stroke color for shapes rendered by this Graphics object.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- -1
- Source: src/gameobjects/graphics/Graphics.js (Line 173)
-
defaultStrokeWidth :number
-
The default stroke width for shapes rendered by this Graphics object.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 1
- Source: src/gameobjects/graphics/Graphics.js (Line 163)
-
depth :number
-
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.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Depth.js (Line 28)
-
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
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 52)
-
displayOriginX :number
-
The horizontal display origin of the Graphics.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/gameobjects/graphics/Graphics.js (Line 113)
-
displayOriginY :number
-
The vertical display origin of the Graphics.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/gameobjects/graphics/Graphics.js (Line 123)
-
hasPostPipeline :boolean
-
Does this Game Object have any Post Pipelines set?
Type:
- boolean
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 45)
-
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
- Inherited From:
- 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
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 174)
-
mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask
-
The Mask this Game Object is using during render.
Type:
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 19)
-
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
- Inherited From:
- 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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 92)
-
pipeline :Phaser.Renderer.WebGL.WebGLPipeline
-
The current WebGL pipeline of this Game Object.
Type:
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/components/Pipeline.js (Line 34)
-
pipelineData :object
-
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
Type:
- object
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 70)
-
postPipeline :Array.<Phaser.Renderer.WebGL.Pipelines.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.Type:
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 55)
-
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
- Inherited From:
- Overrides:
- Default Value:
-
- 15
- Source: src/gameobjects/GameObject.js (Line 147)
-
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.Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 227)
-
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
orscaleY
properties instead.Type:
- number
- Since: 3.18.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 102)
-
scaleX :number
-
The horizontal scale of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 138)
-
scaleY :number
-
The vertical scale of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/Transform.js (Line 169)
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 38)
-
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.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 16)
-
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.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/components/ScrollFactor.js (Line 40)
-
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
- Inherited From:
- 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
- Inherited From:
- 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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 66)
-
visible :boolean
-
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Type:
- boolean
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Visible.js (Line 31)
-
w :number
-
The w position of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 92)
-
x :number
-
The x position of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 59)
-
y :number
-
The y position of this Game Object.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 69)
-
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.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Default Value:
-
- 0
- Source: src/gameobjects/components/Transform.js (Line 79)
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
- Inherited From:
- 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
. -
arc(x, y, radius, startAngle, endAngle [, anticlockwise] [, overshoot])
-
Draw an arc.
This method can be used to create circles, or parts of circles.
Make sure you call
beginPath
before starting the arc unless you wish for the arc to automatically close when filled or stroked.Use the optional
overshoot
argument increase the number of iterations that take place when the arc is rendered in WebGL. This is useful if you're drawing an arc with an especially thick line, as it will allow the arc to fully join-up. Try small values at first, i.e. 0.01.Call Phaser.GameObjects.Graphics#fillPath or Phaser.GameObjects.Graphics#strokePath after calling this method to draw the arc.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the center of the circle.
y
number The y coordinate of the center of the circle.
radius
number The radius of the circle.
startAngle
number The starting angle, in radians.
endAngle
number The ending angle, in radians.
anticlockwise
boolean <optional>
false Whether the drawing should be anticlockwise or clockwise.
overshoot
number <optional>
0 This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1140)
Returns:
This Game Object.
-
beginPath()
-
Start a new shape path.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 371)
Returns:
This Game Object.
-
clear()
-
Clear the command buffer and reset the fill style and line style to their defaults.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1340)
Returns:
This Game Object.
-
clearAlpha()
-
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/AlphaSingle.js (Line 33)
Returns:
This Game Object instance.
-
clearMask( [destroyMask])
-
Clears the mask that this Game Object was using.
Parameters:
Name Type Argument Default Description destroyMask
boolean <optional>
false Destroy the mask before clearing it?
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 56)
Returns:
This Game Object instance.
-
closePath()
-
Close the current path.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 388)
Returns:
This Game Object.
-
copyPosition(source)
-
Copies an object's coordinates to this Game Object's position.
Parameters:
Name Type Description source
Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 282)
Returns:
This Game Object instance.
-
createBitmapMask( [renderable])
-
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.
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 Game Object.
Parameters:
Name Type Argument Description renderable
Phaser.GameObjects.GameObject <optional>
A renderable Game Object that uses a texture, such as a Sprite.
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 80)
Returns:
This Bitmap Mask that was created.
-
createGeometryMask( [graphics])
-
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.
Parameters:
Name Type Argument Description graphics
Phaser.GameObjects.Graphics <optional>
A Graphics Game Object. The geometry within it will be used as the mask.
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 112)
Returns:
This Geometry Mask that was created.
-
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
- Inherited From:
- 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
- Inherited From:
- 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)>
-
fill()
-
Fill the current path.
This is an alias for
Graphics.fillPath
and does the same thing. It was added to match the CanvasRenderingContext 2D API.- Since: 3.16.0
- Source: src/gameobjects/graphics/Graphics.js (Line 422)
Returns:
This Game Object.
-
fillCircle(x, y, radius)
-
Fill a circle with the given position and radius.
Parameters:
Name Type Description x
number The x coordinate of the center of the circle.
y
number The y coordinate of the center of the circle.
radius
number The radius of the circle.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 509)
Returns:
This Game Object.
-
fillCircleShape(circle)
-
Fill the given circle.
Parameters:
Name Type Description circle
Phaser.Geom.Circle The circle to fill.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 479)
Returns:
This Game Object.
-
fillEllipse(x, y, width, height [, smoothness])
-
Fill an ellipse with the given position and size.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the center of the ellipse.
y
number The y coordinate of the center of the ellipse.
width
number The width of the ellipse.
height
number The height of the ellipse.
smoothness
number <optional>
32 The number of points to draw the ellipse with.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1115)
Returns:
This Game Object.
-
fillEllipseShape(ellipse [, smoothness])
-
Fill the given ellipse.
Parameters:
Name Type Argument Default Description ellipse
Phaser.Geom.Ellipse The ellipse to fill.
smoothness
number <optional>
32 The number of points to draw the ellipse with.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1095)
Returns:
This Game Object.
-
fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight [, alphaTopLeft] [, alphaTopRight] [, alphaBottomLeft] [, alphaBottomRight])
-
Sets a gradient fill style. This is a WebGL only feature.
The gradient color values represent the 4 corners of an untransformed rectangle. The gradient is used to color all filled shapes and paths drawn after calling this method. If you wish to turn a gradient off, call
fillStyle
and provide a new single fill color.When filling a triangle only the first 3 color values provided are used for the 3 points of a triangle.
This feature is best used only on rectangles and triangles. All other shapes will give strange results.
Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient fill a shape or path as a single entity at this time.
Parameters:
Name Type Argument Default Description topLeft
number The top left fill color.
topRight
number The top right fill color.
bottomLeft
number The bottom left fill color.
bottomRight
number The bottom right fill color. Not used when filling triangles.
alphaTopLeft
number <optional>
1 The top left alpha value. If you give only this value, it's used for all corners.
alphaTopRight
number <optional>
1 The top right alpha value.
alphaBottomLeft
number <optional>
1 The bottom left alpha value.
alphaBottomRight
number <optional>
1 The bottom right alpha value.
- Since: 3.12.0
- Source: src/gameobjects/graphics/Graphics.js (Line 287)
Returns:
This Game Object.
-
fillPath()
-
Fill the current path.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 405)
Returns:
This Game Object.
-
fillPoint(x, y [, size])
-
Fill a point at the given position.
Draws a square at the given position, 1 pixel in size by default.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the point.
y
number The y coordinate of the point.
size
number <optional>
1 The size of the square to draw.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 760)
Returns:
This Game Object.
-
fillPoints(points [, closeShape] [, closePath] [, endIndex])
-
Fill the shape represented by the given array of points.
Pass
closeShape
to automatically close the shape by joining the last to the first point.Pass
closePath
to automatically close the path before it is filled.Parameters:
Name Type Argument Default Description points
array | Array.<Phaser.Geom.Point> The points to fill.
closeShape
boolean <optional>
false When
true
, the shape is closed by joining the last point to the first point.closePath
boolean <optional>
false When
true
, the path is closed before being stroked.endIndex
number <optional>
The index of
points
to stop at. Defaults topoints.length
.- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1003)
Returns:
This Game Object.
-
fillPointShape(point [, size])
-
Fill the given point.
Draws a square at the given position, 1 pixel in size by default.
Parameters:
Name Type Argument Default Description point
Phaser.Geom.Point | Phaser.Math.Vector2 | object The point to fill.
size
number <optional>
1 The size of the square to draw.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 742)
Returns:
This Game Object.
-
fillRect(x, y, width, height)
-
Fill a rectangle with the given position and size.
Parameters:
Name Type Description x
number The x coordinate of the top-left of the rectangle.
y
number The y coordinate of the top-left of the rectangle.
width
number The width of the rectangle.
height
number The height of the rectangle.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 581)
Returns:
This Game Object.
-
fillRectShape(rect)
-
Fill the given rectangle.
Parameters:
Name Type Description rect
Phaser.Geom.Rectangle The rectangle to fill.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 551)
Returns:
This Game Object.
-
fillRoundedRect(x, y, width, height [, radius])
-
Fill a rounded rectangle with the given position, size and radius.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the top-left of the rectangle.
y
number The y coordinate of the top-left of the rectangle.
width
number The width of the rectangle.
height
number The height of the rectangle.
radius
Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number <optional>
20 The corner radius; It can also be an object to specify different radii for corners.
- Since: 3.11.0
- Source: src/gameobjects/graphics/Graphics.js (Line 646)
Returns:
This Game Object.
-
fillStyle(color [, alpha])
-
Set the current fill style.
Parameters:
Name Type Argument Default Description color
number The fill color.
alpha
number <optional>
1 The fill alpha.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 264)
Returns:
This Game Object.
-
fillTriangle(x0, y0, x1, y1, x2, y2)
-
Fill a triangle with the given points.
Parameters:
Name Type Description x0
number The x coordinate of the first point.
y0
number The y coordinate of the first point.
x1
number The x coordinate of the second point.
y1
number The y coordinate of the second point.
x2
number The x coordinate of the third point.
y2
number The y coordinate of the third point.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 824)
Returns:
This Game Object.
-
fillTriangleShape(triangle)
-
Fill the given triangle.
Parameters:
Name Type Description triangle
Phaser.Geom.Triangle The triangle to fill.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 794)
Returns:
This Game Object.
-
generateTexture(key [, width] [, height])
-
Generate a texture from this Graphics object.
If
key
is a string it'll generate a new texture using it and add it into the Texture Manager (assuming no key conflict happens).If
key
is a Canvas it will draw the texture to that canvas context. Note that it will NOT automatically upload it to the GPU in WebGL mode.Please understand that the texture is created via the Canvas API of the browser, therefore some Graphics features, such as
fillGradientStyle
, will not appear on the resulting texture, as they're unsupported by the Canvas API.Parameters:
Name Type Argument Description key
string | HTMLCanvasElement The key to store the texture with in the Texture Manager, or a Canvas to draw to.
width
number <optional>
The width of the graphics to generate.
height
number <optional>
The height of the graphics to generate.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1365)
Returns:
This Game Object.
-
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
- Inherited From:
- 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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 619)
Returns:
An array of display list position indexes.
- Type
- Array.<number>
-
getLocalPoint(x, y [, point] [, camera])
-
Takes the given
x
andy
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:
Name Type Argument Description x
number The x position to translate.
y
number The y position to translate.
point
Phaser.Math.Vector2 <optional>
A Vector2, or point-like object, to store the results in.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera which is being tested against. If not given will use the Scene default camera.
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 527)
Returns:
The translated point.
- Type
- Phaser.Math.Vector2
-
getLocalTransformMatrix( [tempMatrix])
-
Gets the local transform matrix for this Game Object.
Parameters:
Name Type Argument Description tempMatrix
Phaser.GameObjects.Components.TransformMatrix <optional>
The matrix to populate with the values from this Game Object.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 473)
Returns:
The populated Transform Matrix.
-
getParentRotation()
-
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.
- Since: 3.18.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 577)
Returns:
The sum total rotation, in radians, of all parent containers of this Game Object.
- Type
- number
-
getPipelineName()
-
Gets the name of the WebGL Pipeline this Game Object is currently using.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 397)
Returns:
The string-based name of the pipeline being used by this Game Object.
- Type
- string
-
getPostPipeline(pipeline)
-
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
Parameters:
Name Type Description pipeline
string | function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline The string-based name of the pipeline, or a pipeline class.
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 272)
Returns:
The first Post Pipeline matching the name, or undefined if no match.
-
getWorldTransformMatrix( [tempMatrix] [, parentMatrix])
-
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
Parameters:
Name Type Argument Description tempMatrix
Phaser.GameObjects.Components.TransformMatrix <optional>
The matrix to populate with the values from this Game Object.
parentMatrix
Phaser.GameObjects.Components.TransformMatrix <optional>
A temporary matrix to hold parent values during the calculations.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 490)
Returns:
The populated Transform Matrix.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 353)
Returns:
This GameObject.
-
initPipeline(pipeline)
-
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:
Name Type Description pipeline
string | Phaser.Renderer.WebGL.WebGLPipeline Either the string-based name of the pipeline, or a pipeline instance to set.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 80)
Returns:
true
if the pipeline was set successfully, otherwisefalse
.- Type
- boolean
-
lineBetween(x1, y1, x2, y2)
-
Draw a line between the given points.
Parameters:
Name Type Description x1
number The x coordinate of the start point of the line.
y1
number The y coordinate of the start point of the line.
x2
number The x coordinate of the end point of the line.
y2
number The y coordinate of the end point of the line.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 889)
Returns:
This Game Object.
-
lineGradientStyle(lineWidth, topLeft, topRight, bottomLeft, bottomRight [, alpha])
-
Sets a gradient line style. This is a WebGL only feature.
The gradient color values represent the 4 corners of an untransformed rectangle. The gradient is used to color all stroked shapes and paths drawn after calling this method. If you wish to turn a gradient off, call
lineStyle
and provide a new single line color.This feature is best used only on single lines. All other shapes will give strange results.
Note that for objects such as arcs or ellipses, or anything which is made out of triangles, each triangle used will be filled with a gradient on its own. There is no ability to gradient stroke a shape or path as a single entity at this time.
Parameters:
Name Type Argument Default Description lineWidth
number The stroke width.
topLeft
number The tint being applied to the top-left of the Game Object.
topRight
number The tint being applied to the top-right of the Game Object.
bottomLeft
number The tint being applied to the bottom-left of the Game Object.
bottomRight
number The tint being applied to the bottom-right of the Game Object.
alpha
number <optional>
1 The fill alpha.
- Since: 3.12.0
- Source: src/gameobjects/graphics/Graphics.js (Line 333)
Returns:
This Game Object.
-
lineStyle(lineWidth, color [, alpha])
-
Set the current line style.
Parameters:
Name Type Argument Default Description lineWidth
number The stroke width.
color
number The stroke color.
alpha
number <optional>
1 The stroke alpha.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 238)
Returns:
This Game Object.
-
lineTo(x, y)
-
Draw a line from the current drawing position to the given position.
Moves the current drawing position to the given position.
Parameters:
Name Type Description x
number The x coordinate to draw the line to.
y
number The y coordinate to draw the line to.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 912)
Returns:
This Game Object.
-
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()>
-
moveTo(x, y)
-
Move the current drawing position to the given position.
Parameters:
Name Type Description x
number The x coordinate to move to.
y
number The y coordinate to move to.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 935)
Returns:
This Game Object.
-
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
. -
<protected> preDestroy()
-
Internal destroy handler, called as part of the destroy process.
- Since: 3.9.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1448)
-
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
- Inherited From:
- 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
- Inherited From:
- 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
. -
removePostPipeline(pipeline)
-
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:
Name Type Description pipeline
string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline The string-based name of the pipeline, or a pipeline class.
- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 361)
Returns:
This Game Object.
-
resetPipeline( [resetPostPipelines] [, resetData])
-
Resets the WebGL Pipeline of this Game Object back to the default it was created with.
Parameters:
Name Type Argument Default Description resetPostPipelines
boolean <optional>
false Reset all of the post pipelines?
resetData
boolean <optional>
false Reset the
pipelineData
object to being an empty object?- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 298)
Returns:
true
if the pipeline was reset successfully, otherwisefalse
.- Type
- boolean
-
resetPostPipeline( [resetData])
-
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:
Name Type Argument Default Description resetData
boolean <optional>
false Reset the
pipelineData
object to being an empty object?- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 331)
-
restore()
-
Restores the most recently saved state of the Graphics by popping from the state stack.
Use Phaser.GameObjects.Graphics#save to save the current state, and call this afterwards to restore that state.
If there is no saved state, this command does nothing.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1239)
Returns:
This Game Object.
-
rotateCanvas(radians)
-
Inserts a rotation command into this Graphics objects command buffer.
All objects drawn after calling this method will be rotated by the given amount.
This does not change the rotation of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
Name Type Description radians
number The rotation angle, in radians.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1314)
Returns:
This Game Object.
-
save()
-
Saves the state of the Graphics by pushing the current state onto a stack.
The most recently saved state can then be restored with Phaser.GameObjects.Graphics#restore.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1220)
Returns:
This Game Object.
-
scaleCanvas(x, y)
-
Inserts a scale command into this Graphics objects command buffer.
All objects drawn after calling this method will be scaled by the given amount.
This does not change the scale of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
Name Type Description x
number The horizontal scale to apply.
y
number The vertical scale to apply.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1287)
Returns:
This Game Object.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 215)
Returns:
This GameObject.
-
setAlpha( [value])
-
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:
Name Type Argument Default Description value
number <optional>
1 The alpha value applied across the whole Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/AlphaSingle.js (Line 48)
Returns:
This Game Object instance.
-
setAngle( [degrees])
-
Sets the angle of this Game Object.
Parameters:
Name Type Argument Default Description degrees
number <optional>
0 The rotation of this Game Object, in degrees.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 353)
Returns:
This Game Object instance.
-
setBlendMode(value)
-
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:
- 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:
Name Type Description value
string | Phaser.BlendModes The BlendMode value. Either a string or a CONST.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/BlendMode.js (Line 79)
Returns:
This Game Object instance.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 294)
Returns:
This GameObject.
-
setDataEnabled()
-
Adds a Data Manager component to this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 275)
- See:
Returns:
This GameObject.
-
setDefaultStyles(options)
-
Set the default style settings for this Graphics object.
Parameters:
Name Type Description options
Phaser.Types.GameObjects.Graphics.Styles The styles to set as defaults.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 206)
Returns:
This Game Object.
-
setDepth(value)
-
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:
Name Type Description value
number The depth of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Depth.js (Line 62)
Returns:
This Game Object instance.
-
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
- Inherited From:
- 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);
-
setMask(mask)
-
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:
Name Type Description mask
Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask The mask this Game Object will use when rendering.
- Since: 3.6.2
- Inherited From:
- Source: src/gameobjects/components/Mask.js (Line 28)
Returns:
This Game Object instance.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 233)
Returns:
This GameObject.
-
setPipeline(pipeline [, pipelineData] [, copyData])
-
Sets the main WebGL Pipeline of this Game Object.
Also sets the
pipelineData
property, if the parameter is given.Both the pipeline and post pipelines share the same pipeline data object.
Parameters:
Name Type Argument Default Description pipeline
string | Phaser.Renderer.WebGL.WebGLPipeline Either the string-based name of the pipeline, or a pipeline instance to set.
pipelineData
object <optional>
Optional pipeline data object that is deep copied into the
pipelineData
property of this Game Object.copyData
boolean <optional>
true Should the pipeline data object be deep copied into the
pipelineData
property of this Game Object? Iffalse
it will be set by reference instead.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 125)
Returns:
This Game Object instance.
-
setPipelineData(key [, value])
-
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, andkey
exists,key
is removed from the data object.Both the pipeline and post pipelines share the pipeline data object together.
Parameters:
Name Type Argument Description key
string The key of the pipeline data to set, update, or delete.
value
any <optional>
The value to be set with the key. If
undefined
thenkey
will be deleted from the object.- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 238)
Returns:
This Game Object instance.
-
setPosition( [x] [, y] [, z] [, w])
-
Sets the position of this Game Object.
Parameters:
Name Type Argument Default Description x
number <optional>
0 The x position of this Game Object.
y
number <optional>
x The y position of this Game Object. If not set it will use the
x
value.z
number <optional>
0 The z position of this Game Object.
w
number <optional>
0 The w position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 254)
Returns:
This Game Object instance.
-
setPostPipeline(pipelines [, pipelineData] [, copyData])
-
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 sets the
pipelineData
property, if the parameter is given.Both the pipeline and post pipelines share the pipeline data object together.
Parameters:
Name Type Argument Default Description pipelines
string | Array.<string> | function | Array.<function()> | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.
pipelineData
object <optional>
Optional pipeline data object that is deep copied into the
pipelineData
property of this Game Object.copyData
boolean <optional>
true Should the pipeline data object be deep copied into the
pipelineData
property of this Game Object? Iffalse
it will be set by reference instead.- Since: 3.50.0
- Inherited From:
- Source: src/gameobjects/components/Pipeline.js (Line 171)
Returns:
This Game Object instance.
-
setRandomPosition( [x] [, y] [, width] [, height])
-
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:
Name Type Argument Default Description x
number <optional>
0 The x position of the top-left of the random area.
y
number <optional>
0 The y position of the top-left of the random area.
width
number <optional>
The width of the random area.
height
number <optional>
The height of the random area.
- Since: 3.8.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 302)
Returns:
This Game Object instance.
-
setRotation( [radians])
-
Sets the rotation of this Game Object.
Parameters:
Name Type Argument Default Description radians
number <optional>
0 The rotation of this Game Object, in radians.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 334)
Returns:
This Game Object instance.
-
setScale(x [, y])
-
Sets the scale of this Game Object.
Parameters:
Name Type Argument Default Description x
number The horizontal scale of this Game Object.
y
number <optional>
x The vertical scale of this Game Object. If not set it will use the
x
value.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 372)
Returns:
This Game Object instance.
-
setScrollFactor(x [, y])
-
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:
Name Type Argument Default Description x
number The horizontal scroll factor of this Game Object.
y
number <optional>
x The vertical scroll factor of this Game Object. If not set it will use the
x
value.- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:
This Game Object instance.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 251)
Returns:
This GameObject.
-
setVisible(value)
-
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Parameters:
Name Type Description value
boolean The visible state of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Visible.js (Line 63)
Returns:
This Game Object instance.
-
setW( [value])
-
Sets the w position of this Game Object.
Parameters:
Name Type Argument Default Description value
number <optional>
0 The w position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 454)
Returns:
This Game Object instance.
-
setX( [value])
-
Sets the x position of this Game Object.
Parameters:
Name Type Argument Default Description value
number <optional>
0 The x position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 394)
Returns:
This Game Object instance.
-
setY( [value])
-
Sets the y position of this Game Object.
Parameters:
Name Type Argument Default Description value
number <optional>
0 The y position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 413)
Returns:
This Game Object instance.
-
setZ( [value])
-
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:
Name Type Argument Default Description value
number <optional>
0 The z position of this Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/Transform.js (Line 432)
Returns:
This Game Object instance.
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
slice(x, y, radius, startAngle, endAngle [, anticlockwise] [, overshoot])
-
Creates a pie-chart slice shape centered at
x
,y
with the given radius. You must define the start and end angle of the slice.Setting the
anticlockwise
argument totrue
creates a shape similar to Pacman. Setting it tofalse
creates a shape like a slice of pie.This method will begin a new path and close the path at the end of it. To display the actual slice you need to call either
strokePath
orfillPath
after it.Parameters:
Name Type Argument Default Description x
number The horizontal center of the slice.
y
number The vertical center of the slice.
radius
number The radius of the slice.
startAngle
number The start angle of the slice, given in radians.
endAngle
number The end angle of the slice, given in radians.
anticlockwise
boolean <optional>
false Whether the drawing should be anticlockwise or clockwise.
overshoot
number <optional>
0 This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly.
- Since: 3.4.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1181)
Returns:
This Game Object.
-
stroke()
-
Stroke the current path.
This is an alias for
Graphics.strokePath
and does the same thing. It was added to match the CanvasRenderingContext 2D API.- Since: 3.16.0
- Source: src/gameobjects/graphics/Graphics.js (Line 459)
Returns:
This Game Object.
-
strokeCircle(x, y, radius)
-
Stroke a circle with the given position and radius.
Parameters:
Name Type Description x
number The x coordinate of the center of the circle.
y
number The y coordinate of the center of the circle.
radius
number The radius of the circle.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 530)
Returns:
This Game Object.
-
strokeCircleShape(circle)
-
Stroke the given circle.
Parameters:
Name Type Description circle
Phaser.Geom.Circle The circle to stroke.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 494)
Returns:
This Game Object.
-
strokeEllipse(x, y, width, height [, smoothness])
-
Stroke an ellipse with the given position and size.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the center of the ellipse.
y
number The y coordinate of the center of the ellipse.
width
number The width of the ellipse.
height
number The height of the ellipse.
smoothness
number <optional>
32 The number of points to draw the ellipse with.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1070)
Returns:
This Game Object.
-
strokeEllipseShape(ellipse [, smoothness])
-
Stroke the given ellipse.
Parameters:
Name Type Argument Default Description ellipse
Phaser.Geom.Ellipse The ellipse to stroke.
smoothness
number <optional>
32 The number of points to draw the ellipse with.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1050)
Returns:
This Game Object.
-
strokeLineShape(line)
-
Draw the given line.
Parameters:
Name Type Description line
Phaser.Geom.Line The line to stroke.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 874)
Returns:
This Game Object.
-
strokePath()
-
Stroke the current path.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 442)
Returns:
This Game Object.
-
strokePoints(points [, closeShape] [, closePath] [, endIndex])
-
Stroke the shape represented by the given array of points.
Pass
closeShape
to automatically close the shape by joining the last to the first point.Pass
closePath
to automatically close the path before it is stroked.Parameters:
Name Type Argument Default Description points
array | Array.<Phaser.Geom.Point> The points to stroke.
closeShape
boolean <optional>
false When
true
, the shape is closed by joining the last point to the first point.closePath
boolean <optional>
false When
true
, the path is closed before being stroked.endIndex
number <optional>
The index of
points
to stop drawing at. Defaults topoints.length
.- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 956)
Returns:
This Game Object.
-
strokeRect(x, y, width, height)
-
Stroke a rectangle with the given position and size.
Parameters:
Name Type Description x
number The x coordinate of the top-left of the rectangle.
y
number The y coordinate of the top-left of the rectangle.
width
number The width of the rectangle.
height
number The height of the rectangle.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 604)
Returns:
This Game Object.
-
strokeRectShape(rect)
-
Stroke the given rectangle.
Parameters:
Name Type Description rect
Phaser.Geom.Rectangle The rectangle to stroke.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 566)
Returns:
This Game Object.
-
strokeRoundedRect(x, y, width, height [, radius])
-
Stroke a rounded rectangle with the given position, size and radius.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the top-left of the rectangle.
y
number The y coordinate of the top-left of the rectangle.
width
number The width of the rectangle.
height
number The height of the rectangle.
radius
Phaser.Types.GameObjects.Graphics.RoundedRectRadius | number <optional>
20 The corner radius; It can also be an object to specify different radii for corners.
- Since: 3.11.0
- Source: src/gameobjects/graphics/Graphics.js (Line 692)
Returns:
This Game Object.
-
strokeTriangle(x0, y0, x1, y1, x2, y2)
-
Stroke a triangle with the given points.
Parameters:
Name Type Description x0
number The x coordinate of the first point.
y0
number The y coordinate of the first point.
x1
number The x coordinate of the second point.
y1
number The y coordinate of the second point.
x2
number The x coordinate of the third point.
y2
number The y coordinate of the third point.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 849)
Returns:
This Game Object.
-
strokeTriangleShape(triangle)
-
Stroke the given triangle.
Parameters:
Name Type Description triangle
Phaser.Geom.Triangle The triangle to stroke.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 809)
Returns:
This Game Object.
-
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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 383)
Returns:
This GameObject.
-
toJSON()
-
Returns a JSON representation of the Game Object.
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 590)
Returns:
A JSON representation of the Game Object.
-
translateCanvas(x, y)
-
Inserts a translation command into this Graphics objects command buffer.
All objects drawn after calling this method will be translated by the given amount.
This does not change the position of the Graphics object itself, only of the objects drawn by it after calling this method.
Parameters:
Name Type Description x
number The horizontal translation to apply.
y
number The vertical translation to apply.
- Since: 3.0.0
- Source: src/gameobjects/graphics/Graphics.js (Line 1260)
Returns:
This 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
- Inherited From:
- 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
- Inherited From:
- Source: src/gameobjects/GameObject.js (Line 603)
Returns:
True if the Game Object should be rendered, otherwise false.
- Type
- boolean