new SpineContainer(scene, pluginManager, x, y [, children])
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
scene |
Phaser.Scene | A reference to the Scene that this Game Object belongs to. |
|
pluginManager |
SpinePlugin | A reference to the Phaser Spine Plugin. |
|
x |
number | The horizontal position of this Game Object in the world. |
|
y |
number | The vertical position of this Game Object in the world. |
|
children |
Array.<SpineGameObject> |
<optional> |
An optional array of Spine Game Objects to add to this Container. |
- Since: 3.50.0
- Source: plugins/spine/src/container/SpineContainer.js (Line 11)
Extends
Members
-
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:
- Default Value:
-
- 0
- Source: src/gameobjects/GameObject.js (Line 159)
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
- Inherited From:
- Default Value:
-
- null
- Source: src/gameobjects/GameObject.js (Line 135)
-
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)
-
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)
-
displayHeight :number
-
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 68)
-
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)
-
<readonly> displayOriginX :number
-
Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 309)
-
<readonly> displayOriginY :number
-
Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 328)
-
displayWidth :number
-
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 43)
-
exclusive :boolean
-
Does this Container exclusively manage its children?
The default is
true
which means a child added to this Container cannot belong in another Container, which includes the Scene display list.If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.
Type:
- boolean
- Since: 3.4.0
- Inherited From:
- Default Value:
-
- true
- Source: src/gameobjects/container/Container.js (Line 113)
-
<readonly, nullable> first :Phaser.GameObjects.GameObject
-
Returns the first Game Object within the Container, or
null
if it is empty.You can move the cursor by calling
Container.next
andContainer.previous
.Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1237)
-
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)
-
height :number
-
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (
setScale
) or use thedisplayHeight
property.Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 30)
-
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)
-
<readonly, nullable> last :Phaser.GameObjects.GameObject
-
Returns the last Game Object within the Container, or
null
if it is empty.You can move the cursor by calling
Container.next
andContainer.previous
.Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1265)
-
<readonly> length :number
-
The number of Game Objects inside this Container.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1220)
-
list :Array.<Phaser.GameObjects.GameObject>
-
An array holding the children of this Container.
Type:
- Array.<Phaser.GameObjects.GameObject>
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 104)
-
localTransform :Phaser.GameObjects.Components.TransformMatrix
-
Internal Transform Matrix used for local space conversion.
Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 154)
-
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)
-
maxSize :number
-
Containers can have an optional maximum size. If set to anything above 0 it will constrict the addition of new Game Objects into the Container, capping off the maximum limit the Container can grow in size to.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Default Value:
-
- -1
- Source: src/gameobjects/container/Container.js (Line 133)
-
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)
-
<readonly, nullable> next :Phaser.GameObjects.GameObject
-
Returns the next Game Object within the Container, or
null
if it is empty.You can move the cursor by calling
Container.next
andContainer.previous
.Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1293)
-
<readonly> originX :number
-
Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 271)
-
<readonly> originY :number
-
Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 290)
-
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)
-
plugin :SpinePlugin
-
A reference to the Spine Plugin.
Type:
- Since: 3.50.0
- Source: plugins/spine/src/container/SpineContainer.js (Line 65)
-
position :number
-
The cursor position.
Type:
- number
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 145)
-
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)
-
<readonly, nullable> previous :Phaser.GameObjects.GameObject
-
Returns the previous Game Object within the Container, or
null
if it is empty.You can move the cursor by calling
Container.next
andContainer.previous
.Type:
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1321)
-
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:
- 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 Container.
The scroll factor controls the influence of the movement of a Camera upon this Container.
When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.
For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the
setScrollFactor
method.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 Container.
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: 3.4.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/container/Container.js (Line 203)
-
scrollFactorY :number
-
The vertical scroll factor of this Container.
The scroll factor controls the influence of the movement of a Camera upon this Container.
When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.
For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the
setScrollFactor
method.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 Container.
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: 3.4.0
- Inherited From:
- Default Value:
-
- 1
- Source: src/gameobjects/container/Container.js (Line 230)
-
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)
-
width :number
-
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (
setScale
) or use thedisplayWidth
property.Type:
- number
- Since: 3.0.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 17)
-
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
-
add(child)
-
Adds the given Game Object, or array of Game Objects, to this Container.
Each Game Object must be unique within the Container.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject> The Game Object, or array of Game Objects, to add to the Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 551)
Returns:
This Container instance.
- Type
- SpineContainer
-
addAt(child [, index])
-
Adds the given Game Object, or array of Game Objects, to this Container at the specified position.
Existing Game Objects in the Container are shifted up.
Each Game Object must be unique within the Container.
Parameters:
Name Type Argument Default Description child
Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject> The Game Object, or array of Game Objects, to add to the Container.
index
number <optional>
0 The position to insert the Game Object/s at.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 570)
Returns:
This Container instance.
- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
bringToTop(child)
-
Brings the given Game Object to the top of this Container. This will cause it to render on-top of any other objects in the Container.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to bring to the top of the Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 922)
Returns:
This Container instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
count(property, value [, startIndex] [, endIndex])
-
Returns the total number of Game Objects in this Container that have a property matching the given value.
For example:
count('visible', true)
would count all the elements that have their visible property set.You can optionally limit the operation to the
startIndex
-endIndex
range.Parameters:
Name Type Argument Default Description property
string The property to check.
value
any The value to check.
startIndex
number <optional>
0 An optional start index to search from.
endIndex
number <optional>
Container.length An optional end index to search up to (but not included)
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 741)
Returns:
The total number of Game Objects in this Container with a property matching the given value.
- Type
- number
-
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.
- Type
- SpineContainer
-
each(callback [, context] [, args])
-
Passes all Game Objects in this Container to the given callback.
A copy of the Container is made before passing each entry to your callback. This protects against the callback itself modifying the Container.
If you know for sure that the callback will not change the size of this Container then you can use the more performant
Container.iterate
method instead.Parameters:
Name Type Argument Description callback
function The function to call.
context
object <optional>
Value to use as
this
when executing callback.args
* <optional>
<repeatable>
Additional arguments that will be passed to the callback, after the child.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1102)
Returns:
This Container instance.
- Type
- SpineContainer
-
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)>
-
exists(child)
-
Returns
true
if the given Game Object is a direct child of this Container.This check does not scan nested Containers.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to check for within this Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1053)
Returns:
True if the Game Object is an immediate child of this Container, otherwise false.
- Type
- boolean
-
getAll( [property] [, value] [, startIndex] [, endIndex])
-
Returns all Game Objects in this Container.
You can optionally specify a matching criteria using the
property
andvalue
arguments.For example:
getAll('body')
would return only Game Objects that have a body property.You can also specify a value to compare the property to:
getAll('visible', true)
would return only Game Objects that have their visible property set totrue
.Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set
startIndex
to 0 andendIndex
to 50, it would return matches from only the first 50 Game Objects.Parameters:
Name Type Argument Default Description property
string <optional>
The property to test on each Game Object in the Container.
value
any <optional>
If property is set then the
property
must strictly equal this value to be included in the results.startIndex
number <optional>
0 An optional start index to search from.
endIndex
number <optional>
Container.length An optional end index to search up to (but not included)
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 711)
Returns:
An array of matching Game Objects from this Container.
- Type
- Array.<Phaser.GameObjects.GameObject>
-
getAt(index)
-
Returns the Game Object at the given position in this Container.
Parameters:
Name Type Description index
number The position to get the Game Object from.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 592)
Returns:
The Game Object at the specified index, or
null
if none found. -
getBounds( [output])
-
Gets the bounds of this Container. It works by iterating all children of the Container, getting their respective bounds, and then working out a min-max rectangle from that. It does not factor in if the children render or not, all are included.
Some children are unable to return their bounds, such as Graphics objects, in which case they are skipped.
Depending on the quantity of children in this Container it could be a really expensive call, so cache it and only poll it as needed.
The values are stored and returned in a Rectangle object.
Parameters:
Name Type Argument Description output
Phaser.Geom.Rectangle <optional>
A Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 376)
Returns:
The values stored in the output object.
-
getBoundsTransformMatrix()
-
Returns the world transform matrix as used for Bounds checks.
The returned matrix is temporal and shouldn't be stored.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 536)
Returns:
The world transform matrix.
-
getByName(name)
-
Searches for the first instance of a child with its
name
property matching the given argument. Should more than one child have the same name only the first is returned.Parameters:
Name Type Description name
string The name to search for.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 654)
Returns:
The first child with a matching name, or
null
if none were found. -
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
- *
-
getFirst(property, value [, startIndex] [, endIndex])
-
Gets the first Game Object in this Container.
You can also specify a property and value to search for, in which case it will return the first Game Object in this Container with a matching property and / or value.
For example:
getFirst('visible', true)
would return the first Game Object that had itsvisible
property set.You can limit the search to the
startIndex
-endIndex
range.Parameters:
Name Type Argument Default Description property
string The property to test on each Game Object in the Container.
value
* The value to test the property against. Must pass a strict (
===
) comparison check.startIndex
number <optional>
0 An optional start index to search from.
endIndex
number <optional>
Container.length An optional end index to search up to (but not included)
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 686)
Returns:
The first matching Game Object, or
null
if none was found. -
getIndex(child)
-
Returns the index of the given Game Object in this Container.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to search for in this Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 607)
Returns:
The index of the Game Object in this Container, or -1 if not found.
- Type
- number
-
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.
-
getRandom( [startIndex] [, length])
-
Returns a random Game Object from this Container.
Parameters:
Name Type Argument Default Description startIndex
number <optional>
0 An optional start index.
length
number <optional>
An optional length, the total number of elements (from the startIndex) to choose from.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 670)
Returns:
A random child from the Container, or
null
if the Container is empty. -
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.
- Type
- SpineContainer
-
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
-
iterate(callback [, context] [, args])
-
Passes all Game Objects in this Container to the given callback.
Only use this method when you absolutely know that the Container will not be modified during the iteration, i.e. by removing or adding to its contents.
Parameters:
Name Type Argument Description callback
function The function to call.
context
object <optional>
Value to use as
this
when executing callback.args
* <optional>
<repeatable>
Additional arguments that will be passed to the callback, after the child.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1142)
Returns:
This Container instance.
- Type
- SpineContainer
-
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()>
-
moveDown(child)
-
Moves the given Game Object down one place in this Container, unless it's already at the bottom.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to be moved in the Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 975)
Returns:
This Container instance.
- Type
- SpineContainer
-
moveTo(child, index)
-
Moves a Game Object to a new position within this Container.
The Game Object must already be a child of this Container.
The Game Object is removed from its old position and inserted into the new one. Therefore the Container size does not change. Other children will change position accordingly.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to move.
index
number The new position of the Game Object in this Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 783)
Returns:
This Container instance.
- Type
- SpineContainer
-
moveUp(child)
-
Moves the given Game Object up one place in this Container, unless it's already at the top.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to be moved in the Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 958)
Returns:
This Container instance.
- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
pointToContainer(source [, output])
-
Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties, and transforms it into the space of this Container, then returns it in the output object.
Parameters:
Name Type Argument Description source
object | Phaser.Geom.Point | Phaser.Math.Vector2 The Source Point to be transformed.
output
object | Phaser.Geom.Point | Phaser.Math.Vector2 <optional>
A destination object to store the transformed point in. If none given a Vector2 will be created and returned.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 499)
Returns:
The transformed point.
- Type
- object | Phaser.Geom.Point | Phaser.Math.Vector2
-
<protected> preDestroy()
-
Internal destroy handler, called as part of the destroy process.
- Since: 3.50.0
- Overrides:
- Source: plugins/spine/src/container/SpineContainer.js (Line 75)
-
remove(child [, destroyChild])
-
Removes the given Game Object, or array of Game Objects, from this Container.
The Game Objects must already be children of this Container.
You can also optionally call
destroy
on each Game Object that is removed from the Container.Parameters:
Name Type Argument Default Description child
Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject> The Game Object, or array of Game Objects, to be removed from the Container.
destroyChild
boolean <optional>
false Optionally call
destroy
on each child successfully removed from this Container.- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 806)
Returns:
This Container instance.
- Type
- SpineContainer
-
removeAll( [destroyChild])
-
Removes all Game Objects from this Container.
You can also optionally call
destroy
on each Game Object that is removed from the Container.Parameters:
Name Type Argument Default Description destroyChild
boolean <optional>
false Optionally call
destroy
on each Game Object successfully removed from this Container.- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 895)
Returns:
This Container instance.
- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
removeAt(index [, destroyChild])
-
Removes the Game Object at the given position in this Container.
You can also optionally call
destroy
on the Game Object, if one is found.Parameters:
Name Type Argument Default Description index
number The index of the Game Object to be removed.
destroyChild
boolean <optional>
false Optionally call
destroy
on the Game Object if successfully removed from this Container.- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 841)
Returns:
This Container instance.
- Type
- SpineContainer
-
removeBetween( [startIndex] [, endIndex] [, destroyChild])
-
Removes the Game Objects between the given positions in this Container.
You can also optionally call
destroy
on each Game Object that is removed from the Container.Parameters:
Name Type Argument Default Description startIndex
number <optional>
0 An optional start index to search from.
endIndex
number <optional>
Container.length An optional end index to search up to (but not included)
destroyChild
boolean <optional>
false Optionally call
destroy
on each Game Object successfully removed from this Container.- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 866)
Returns:
This Container instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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
.- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
replace(oldChild, newChild [, destroyChild])
-
Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.
Parameters:
Name Type Argument Default Description oldChild
Phaser.GameObjects.GameObject The Game Object in this Container that will be replaced.
newChild
Phaser.GameObjects.GameObject The Game Object to be added to this Container.
destroyChild
boolean <optional>
false Optionally call
destroy
on the Game Object if successfully removed from this Container.- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1022)
Returns:
This Container instance.
- Type
- SpineContainer
-
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)
-
reverse()
-
Reverses the order of all Game Objects in this Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 992)
Returns:
This Container instance.
- Type
- SpineContainer
-
sendToBack(child)
-
Sends the given Game Object to the bottom of this Container. This will cause it to render below any other objects in the Container.
Parameters:
Name Type Description child
Phaser.GameObjects.GameObject The Game Object to send to the bottom of the Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 940)
Returns:
This Container instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
setAll(property, value [, startIndex] [, endIndex])
-
Sets the property to the given value on all Game Objects in this Container.
Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set
startIndex
to 0 andendIndex
to 50, it would return matches from only the first 50 Game Objects.Parameters:
Name Type Argument Default Description property
string The property that must exist on the Game Object.
value
any The value to get the property to.
startIndex
number <optional>
0 An optional start index to search from.
endIndex
number <optional>
Container.length An optional end index to search up to (but not included)
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1070)
Returns:
This Container instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
setDisplaySize(width, height)
-
Sets the display size of this Game Object.
Calling this will adjust the scale.
Parameters:
Name Type Description width
number The width of this Game Object.
height
number The height of this Game Object.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 120)
Returns:
This Game Object instance.
- Type
- SpineContainer
-
setExclusive( [value])
-
Does this Container exclusively manage its children?
The default is
true
which means a child added to this Container cannot belong in another Container, which includes the Scene display list.If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.
Parameters:
Name Type Argument Default Description value
boolean <optional>
true The exclusive state of this Container.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 347)
Returns:
This Container.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
setScrollFactor(x [, y] [, updateChildren])
-
Sets the scroll factor of this Container and optionally all of its children.
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.updateChildren
boolean <optional>
false Apply this scrollFactor to all Container children as well?
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1177)
Returns:
This Game Object instance.
- Type
- SpineContainer
-
setSize(width, height)
-
Sets the internal size of this Game Object, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (
setScale
) or call thesetDisplaySize
method, which is the same thing as changing the scale but allows you to do so by giving pixel values.If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the
input.hitArea
object directly.Parameters:
Name Type Description width
number The width of this Game Object.
height
number The height of this Game Object.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/components/ComputedSize.js (Line 93)
Returns:
This Game Object instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
shuffle()
-
Shuffles the all Game Objects in this Container using the Fisher-Yates implementation.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 1007)
Returns:
This Container instance.
- Type
- SpineContainer
-
shutdown()
-
Removes all listeners.
- Since: 3.0.0
- Inherited From:
- Source: src/events/EventEmitter.js (Line 31)
-
sort(property [, handler])
-
Sort the contents of this Container so the items are in order based on the given property. For example:
sort('alpha')
would sort the elements based on the value of theiralpha
property.Parameters:
Name Type Argument Description property
string The property to lexically sort by.
handler
function <optional>
Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 622)
Returns:
This Container instance.
- Type
- SpineContainer
-
swap(child1, child2)
-
Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.
Parameters:
Name Type Description child1
Phaser.GameObjects.GameObject The first Game Object to swap.
child2
Phaser.GameObjects.GameObject The second Game Object to swap.
- Since: 3.4.0
- Inherited From:
- Source: src/gameobjects/container/Container.js (Line 764)
Returns:
This Container instance.
- Type
- SpineContainer
-
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.
- Type
- SpineContainer
-
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.
-
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