Options
All
  • Public
  • Public/Protected
  • All
Menu

Class Goal

Class representing the goal in the game. Other objects (especially marbles) usually do not collide with the goal and therefore a goal does not have a Matter.js-body.

see

Configuration: Please refer to the configuration class (especially to the levels) for any limitations/settings which may apply.

Hierarchy

  • Sprite
    • Goal

Implements

  • Alpha
  • BlendMode
  • Depth
  • Flip
  • GetBounds
  • Mask
  • Origin
  • Pipeline
  • ScrollFactor
  • Size
  • TextureCrop
  • Tint
  • Transform
  • Visible

Index

Constructors

Properties

Methods

Constructors

constructor

  • new Goal(scene: Scene, position: Point, textureName: string, diameter: number): Goal
  • Parameters

    • scene: Scene

      The scene to which the goal belongs.

    • position: Point

      The position of the goal.

    • textureName: string

      The name of the texture. Note: Corresponding texture must be loaded before the call.

    • diameter: number

      Diameter of the goal. Note: Must be chosen such that the goal will not flow outside the game-screen.

    Returns Goal

Properties

active

active: boolean

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

alpha

alpha: number

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

alphaBottomLeft

alphaBottomLeft: number

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaBottomRight

alphaBottomRight: number

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaTopLeft

alphaTopLeft: number

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

alphaTopRight

alphaTopRight: number

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

angle

angle: integer

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.

anims

anims: Animation

The Animation Controller of this Sprite.

blendMode

blendMode: 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.

body

body: Body | 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.

cameraFilter

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:

data

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 use getData or setData or setDataEnabled.

defaultPipeline

defaultPipeline: WebGLPipeline

The initial WebGL pipeline of this Game Object.

depth

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.

displayHeight

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.

displayOriginX

displayOriginX: number

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

displayOriginY

displayOriginY: number

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

displayWidth

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.

flipX

flipX: boolean

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

flipY

flipY: boolean

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

frame

frame: Frame

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

height

height: number

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

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

ignoreDestroy

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.

input

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().

isCropped

isCropped: boolean

A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after setCrop has been called, to turn cropping on or off. Equally, calling setCrop with no arguments will reset the crop and disable it.

Readonly isTinted

isTinted: boolean

Does this Game Object have a tint applied to it or not?

mask

mask: BitmapMask | GeometryMask

The Mask this Game Object is using during render.

name

name: string

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

originX

originX: number

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

originY

originY: number

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

parentContainer

parentContainer: Container

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

pipeline

pipeline: WebGLPipeline

The current WebGL pipeline of this Game Object.

renderFlags

renderFlags: integer

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

rotation

rotation: number

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

scale

scale: number

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

scaleX

scaleX: number

The horizontal scale of this Game Object.

scaleY

scaleY: number

The vertical scale of this Game Object.

Protected scene

scene: Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

scrollFactorX

scrollFactorX: number

The horizontal scroll factor of this Game Object.

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

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

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

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

scrollFactorY

scrollFactorY: number

The vertical scroll factor of this Game Object.

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

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

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

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

state

state: integer | 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.

tabIndex

tabIndex: integer

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

texture

texture: Texture | CanvasTexture

The Texture this Game Object is using to render with.

tint

tint: integer

The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties tintTopLeft etc to read the current tint value.

tintBottomLeft

tintBottomLeft: integer

The tint value being applied to the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintBottomRight

tintBottomRight: integer

The tint value being applied to the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintFill

tintFill: boolean

Fill or additive?

tintTopLeft

tintTopLeft: integer

The tint value being applied to the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

tintTopRight

tintTopRight: integer

The tint value being applied to the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

type

type: string

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

visible

visible: boolean

The visible state of the Game Object.

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

w

w: number

The w position of this Game Object.

width

width: number

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

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

x

x: number

The x position of this Game Object.

y

y: number

The y position of this Game Object.

z

z: number

The z position of this Game Object.

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

Static Readonly RENDER_MASK

RENDER_MASK: integer

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

Methods

addListener

  • addListener(event: string | symbol, fn: Function, context?: any): this
  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

clearAlpha

  • clearAlpha(): this
  • Clears all alpha values associated with this Game Object.

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

    Returns this

clearMask

  • clearMask(destroyMask?: boolean): this
  • Clears the mask that this Game Object was using.

    Parameters

    • Optional destroyMask: boolean

      Destroy the mask before clearing it? Default false.

    Returns this

clearTint

  • clearTint(): this
  • Clears all tint values associated with this Game Object.

    Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.

    Returns this

createBitmapMask

  • createBitmapMask(renderable?: GameObject): BitmapMask
  • Creates and returns a Bitmap 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 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

    • Optional renderable: GameObject

      A renderable Game Object that uses a texture, such as a Sprite.

    Returns BitmapMask

createGeometryMask

  • createGeometryMask(graphics?: Graphics): GeometryMask
  • 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

    • Optional graphics: Graphics

      A Graphics Game Object. The geometry within it will be used as the mask.

    Returns GeometryMask

destroy

  • destroy(fromScene?: boolean): void
  • Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

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

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

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

    Parameters

    • Optional fromScene: boolean

      Is this Game Object being destroyed as the result of a Scene shutdown? Default false.

    Returns void

disableInteractive

  • disableInteractive(): this
  • 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.

    Returns this

emit

  • emit(event: string | symbol, ...args: any[]): boolean
  • Calls each of the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Rest ...args: any[]

      Additional arguments that will be passed to the event handler.

    Returns boolean

eventNames

  • eventNames(): (string | symbol)[]
  • Return an array listing the events for which the emitter has registered listeners.

    Returns (string | symbol)[]

getBottomCenter

  • getBottomCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getBottomLeft

  • getBottomLeft<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getBottomRight

  • getBottomRight<O>(output?: O, includeParent?: boolean): O
  • Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getBounds

  • getBounds<O>(output?: O): O
  • Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

    Type parameters

    • O: Rectangle

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Rectangle will be created.

    Returns O

getCenter

  • getCenter<O>(output?: O): O
  • Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    Returns O

getData

  • getData(key: string | string[]): any
  • Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

    You can also access values via the values object. For example, if you had a key called gold you can do either:

    sprite.getData('gold');

    Or access the value directly:

    sprite.data.values.gold;

    You can also pass in an array of keys, in which case an array of values will be returned:

    sprite.getData([ 'gold', 'armor', 'health' ]);

    This approach is useful for destructuring arrays in ES6.

    Parameters

    • key: string | string[]

      The key of the value to retrieve, or an array of keys.

    Returns any

getIndexList

  • getIndexList(): integer[]
  • Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

    Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

    Returns integer[]

getLeftCenter

  • getLeftCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the left-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getLocalTransformMatrix

  • getLocalTransformMatrix(tempMatrix?: TransformMatrix): TransformMatrix
  • Gets the local transform matrix for this Game Object.

    Parameters

    • Optional tempMatrix: TransformMatrix

      The matrix to populate with the values from this Game Object.

    Returns TransformMatrix

getParentRotation

  • getParentRotation(): number
  • Gets the sum total rotation of all of this Game Objects parent Containers.

    The returned value is in radians and will be zero if this Game Object has no parent container.

    Returns number

getPipelineName

  • getPipelineName(): string
  • Gets the name of the WebGL Pipeline this Game Object is currently using.

    Returns string

getRightCenter

  • getRightCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the right-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getTopCenter

  • getTopCenter<O>(output?: O, includeParent?: boolean): O
  • Gets the top-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getTopLeft

  • getTopLeft<O>(output?: O, includeParent?: boolean): O
  • Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getTopRight

  • getTopRight<O>(output?: O, includeParent?: boolean): O
  • Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

    Type parameters

    • O: Vector2

    Parameters

    • Optional output: O

      An object to store the values in. If not provided a new Vector2 will be created.

    • Optional includeParent: boolean

      If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false.

    Returns O

getWorldTransformMatrix

  • getWorldTransformMatrix(tempMatrix?: TransformMatrix, parentMatrix?: TransformMatrix): TransformMatrix
  • Gets the world transform matrix for this Game Object, factoring in any parent Containers.

    Parameters

    • Optional tempMatrix: TransformMatrix

      The matrix to populate with the values from this Game Object.

    • Optional parentMatrix: TransformMatrix

      A temporary matrix to hold parent values during the calculations.

    Returns TransformMatrix

incData

  • incData(key: string | object, data?: any): this
  • Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

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

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

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

    Parameters

    • key: string | object

      The key to increase the value for.

    • Optional data: any

      The value to increase for the given key.

    Returns this

initPipeline

  • initPipeline(pipelineName?: string): boolean
  • Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

    Parameters

    • Optional pipelineName: string

      The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline. Default TextureTintPipeline.

    Returns boolean

listenerCount

  • listenerCount(event: string | symbol): number
  • Return the number of listeners listening to a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns number

listeners

  • listeners(event: string | symbol): Function[]
  • Return the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns Function[]

off

  • off(event: string | symbol, fn?: Function, context?: any, once?: boolean): this
  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

on

  • on(event: string | symbol, fn: Function, context?: any): this
  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

once

  • once(event: string | symbol, fn: Function, context?: any): this
  • Add a one-time listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

play

  • play(key: string, ignoreIfPlaying?: boolean, startFrame?: integer): this
  • Start playing the given animation.

    Parameters

    • key: string

      The string-based key of the animation to play.

    • Optional ignoreIfPlaying: boolean

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

    • Optional startFrame: integer

      Optionally start the animation playing from this frame index. Default 0.

    Returns this

Protected preUpdate

  • preUpdate(time: number, delta: number): void
  • Update this Sprite's animations.

    Parameters

    • time: number

      The current timestamp.

    • delta: number

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

    Returns void

removeAllListeners

  • removeAllListeners(event?: string | symbol): this
  • Remove all listeners, or those of the specified event.

    Parameters

    • Optional event: string | symbol

      The event name.

    Returns this

removeInteractive

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

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

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

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

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

    Returns this

removeListener

  • removeListener(event: string | symbol, fn?: Function, context?: any, once?: boolean): this
  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

resetFlip

  • resetFlip(): this
  • Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

    Returns this

resetPipeline

  • resetPipeline(): boolean
  • Resets the WebGL Pipeline of this Game Object back to the default it was created with.

    Returns boolean

setActive

  • setActive(value: boolean): this
  • Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

    Parameters

    • value: boolean

      True if this Game Object should be set as active, false if not.

    Returns this

setAlpha

  • setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this
  • Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

    If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

    Parameters

    • Optional topLeft: number

      The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1.

    • Optional topRight: number

      The alpha value used for the top-right of the Game Object. WebGL only.

    • Optional bottomLeft: number

      The alpha value used for the bottom-left of the Game Object. WebGL only.

    • Optional bottomRight: number

      The alpha value used for the bottom-right of the Game Object. WebGL only.

    Returns this

setAngle

  • setAngle(degrees?: number): this
  • Sets the angle of this Game Object.

    Parameters

    • Optional degrees: number

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

    Returns this

setBlendMode

  • setBlendMode(value: string | BlendModes): this
  • Sets the Blend Mode being used by this Game Object.

    This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

    Under WebGL only the following Blend Modes are available:

    • ADD
    • MULTIPLY
    • SCREEN
    • ERASE (only works when rendering to a framebuffer, like a Render Texture)

    Canvas has more available depending on browser support.

    You can also create your own custom Blend Modes in WebGL.

    Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

    Parameters

    • value: string | BlendModes

      The BlendMode value. Either a string or a CONST.

    Returns this

setCrop

  • setCrop(x?: number | Rectangle, y?: number, width?: number, height?: number): this
  • Applies a crop to a texture based Game Object, such as a Sprite or Image.

    The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

    Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.

    The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

    Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call setCrop(0, 0, 400, 600).

    It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.

    You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

    Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.

    You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.

    Parameters

    • Optional x: number | Rectangle

      The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.

    • Optional y: number

      The y coordinate to start the crop from.

    • Optional width: number

      The width of the crop rectangle in pixels.

    • Optional height: number

      The height of the crop rectangle in pixels.

    Returns this

setData

  • setData(key: string | object, data?: any): this
  • Allows you to store a key value pair within this Game Objects Data Manager.

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

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

    sprite.setData('name', 'Red Gem Stone');

    You can also pass in an object of key value pairs as the first argument:

    sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

    To get a value back again you can call getData:

    sprite.getData('gold');

    Or you can access the value directly via the values property, where it works like any other variable:

    sprite.data.values.gold += 50;

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

    If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

    Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

    Parameters

    • 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.

    • Optional data: any

      The value to set for the given key. If an object is provided as the key this argument is ignored.

    Returns this

setDataEnabled

  • setDataEnabled(): this
  • Adds a Data Manager component to this Game Object.

    Returns this

setDepth

  • setDepth(value: integer): this
  • The depth of this Game Object within the Scene.

    The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

    The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

    Setting the depth will queue a depth sort event within the Scene.

    Parameters

    • value: integer

      The depth of this Game Object.

    Returns this

setDisplayOrigin

  • setDisplayOrigin(x?: number, y?: number): this
  • Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

    Parameters

    • Optional x: number

      The horizontal display origin value. Default 0.

    • Optional y: number

      The vertical display origin value. If not defined it will be set to the value of x. Default x.

    Returns this

setDisplaySize

  • setDisplaySize(width: number, height: number): this
  • Sets the display size of this Game Object.

    Calling this will adjust the scale.

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

setFlip

  • setFlip(x: boolean, y: boolean): this
  • Sets the horizontal and vertical flipped state of this Game Object.

    A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Parameters

    • x: boolean

      The horizontal flipped state. false for no flip, or true to be flipped.

    • y: boolean

      The horizontal flipped state. false for no flip, or true to be flipped.

    Returns this

setFlipX

  • setFlipX(value: boolean): this
  • Sets the horizontal flipped state of this Game Object.

    A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Parameters

    • value: boolean

      The flipped state. false for no flip, or true to be flipped.

    Returns this

setFlipY

  • setFlipY(value: boolean): this
  • Sets the vertical flipped state of this Game Object.

    Parameters

    • value: boolean

      The flipped state. false for no flip, or true to be flipped.

    Returns this

setFrame

  • setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): this
  • Sets the frame this Game Object will use to render with.

    The Frame has to belong to the current Texture being used.

    It can be either a string or an index.

    Calling setFrame will modify the width and height properties of your Game Object. It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

    Parameters

    • frame: string | integer

      The name or index of the frame within the Texture.

    • Optional updateSize: boolean

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

    • Optional updateOrigin: boolean

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

    Returns this

setInteractive

  • setInteractive(shape?: Phaser.Types.Input.InputConfiguration | any, callback?: Phaser.Types.Input.HitAreaCallback, dropZone?: boolean): this
  • Pass this Game Object to the Input Manager to enable it for Input.

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

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

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

    Parameters

    • Optional shape: Phaser.Types.Input.InputConfiguration | any

      Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

    • Optional callback: Phaser.Types.Input.HitAreaCallback

      A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

    • Optional dropZone: boolean

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

    Returns this

setMask

  • setMask(mask: BitmapMask | GeometryMask): this
  • Sets the mask that this Game Object will use to render with.

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

    If a mask is already set on this Game Object it will be immediately replaced.

    Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

    Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

    Parameters

    • mask: BitmapMask | GeometryMask

      The mask this Game Object will use when rendering.

    Returns this

setName

  • setName(value: string): this
  • Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

    Parameters

    • value: string

      The name to be given to this Game Object.

    Returns this

setOrigin

  • setOrigin(x?: number, y?: number): this
  • Sets the origin of this Game Object.

    The values are given in the range 0 to 1.

    Parameters

    • Optional x: number

      The horizontal origin value. Default 0.5.

    • Optional y: number

      The vertical origin value. If not defined it will be set to the value of x. Default x.

    Returns this

setOriginFromFrame

  • setOriginFromFrame(): this
  • Sets the origin of this Game Object based on the Pivot values in its Frame.

    Returns this

setPipeline

  • setPipeline(pipelineName: string): this
  • Sets the active WebGL Pipeline of this Game Object.

    Parameters

    • pipelineName: string

      The name of the pipeline to set on this Game Object.

    Returns this

setPosition

  • setPosition(x?: number, y?: number, z?: number, w?: number): this
  • Sets the position of this Game Object.

    Parameters

    • Optional x: number

      The x position of this Game Object. Default 0.

    • Optional y: number

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

    • Optional z: number

      The z position of this Game Object. Default 0.

    • Optional w: number

      The w position of this Game Object. Default 0.

    Returns this

setRandomPosition

  • setRandomPosition(x?: number, y?: number, width?: number, height?: number): this
  • Sets the position of this Game Object to be a random position within the confines of the given area.

    If no area is specified a random position between 0 x 0 and the game width x height is used instead.

    The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

    Parameters

    • Optional x: number

      The x position of the top-left of the random area. Default 0.

    • Optional y: number

      The y position of the top-left of the random area. Default 0.

    • Optional width: number

      The width of the random area.

    • Optional height: number

      The height of the random area.

    Returns this

setRotation

  • setRotation(radians?: number): this
  • Sets the rotation of this Game Object.

    Parameters

    • Optional radians: number

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

    Returns this

setScale

  • setScale(x: number, y?: number): this
  • Sets the scale of this Game Object.

    Parameters

    • x: number

      The horizontal scale of this Game Object.

    • Optional y: number

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

    Returns this

setScrollFactor

  • setScrollFactor(x: number, y?: number): this
  • Sets the scroll factor of this Game Object.

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

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

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

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

    Parameters

    • x: number

      The horizontal scroll factor of this Game Object.

    • Optional y: number

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

    Returns this

setSize

  • setSize(width: number, height: number): this
  • Sets the internal size of this Game Object, as used for frame or physics body creation.

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

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

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

setSizeToFrame

  • setSizeToFrame(frame: Frame): this
  • Sets the size of this Game Object to be that of the given Frame.

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

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

    Parameters

    • frame: Frame

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

    Returns this

setState

  • setState(value: integer | string): this
  • Sets the current state of this Game Object.

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

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

    Parameters

    • value: integer | string

      The state of the Game Object.

    Returns this

setTexture

  • setTexture(key: string, frame?: string | integer): this
  • Sets the texture and frame this Game Object will use to render with.

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

    Parameters

    • key: string

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

    • Optional frame: string | integer

      The name or index of the frame within the Texture.

    Returns this

setTint

  • setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): this
  • Sets an additive tint on this Game Object.

    The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

    To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

    To remove a tint call clearTint.

    To swap this from being an additive tint to a fill based tint set the property tintFill to true.

    Parameters

    • Optional topLeft: integer

      The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.

    • Optional topRight: integer

      The tint being applied to the top-right of the Game Object.

    • Optional bottomLeft: integer

      The tint being applied to the bottom-left of the Game Object.

    • Optional bottomRight: integer

      The tint being applied to the bottom-right of the Game Object.

    Returns this

setTintFill

  • setTintFill(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): this
  • Sets a fill-based tint on this Game Object.

    Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

    To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight, tintBottomLeftandtintBottomRight` to set the corner color values independently.

    To remove a tint call clearTint.

    To swap this from being a fill-tint to an additive tint set the property tintFill to false.

    Parameters

    • Optional topLeft: integer

      The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.

    • Optional topRight: integer

      The tint being applied to the top-right of the Game Object.

    • Optional bottomLeft: integer

      The tint being applied to the bottom-left of the Game Object.

    • Optional bottomRight: integer

      The tint being applied to the bottom-right of the Game Object.

    Returns this

setVisible

  • setVisible(value: boolean): this
  • Sets the visibility of this Game Object.

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

    Parameters

    • value: boolean

      The visible state of the Game Object.

    Returns this

setW

  • setW(value?: number): this
  • Sets the w position of this Game Object.

    Parameters

    • Optional value: number

      The w position of this Game Object. Default 0.

    Returns this

setX

  • setX(value?: number): this
  • Sets the x position of this Game Object.

    Parameters

    • Optional value: number

      The x position of this Game Object. Default 0.

    Returns this

setY

  • setY(value?: number): this
  • Sets the y position of this Game Object.

    Parameters

    • Optional value: number

      The y position of this Game Object. Default 0.

    Returns this

setZ

  • setZ(value?: number): this
  • Sets the z position of this Game Object.

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

    Parameters

    • Optional value: number

      The z position of this Game Object. Default 0.

    Returns this

shutdown

  • shutdown(): void
  • Removes all listeners.

    Returns void

toJSON

  • toJSON(): Phaser.Types.GameObjects.JSONGameObject
  • Build a JSON representation of this Sprite.

    Returns Phaser.Types.GameObjects.JSONGameObject

toggleData

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

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

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

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

    Parameters

    • key: string | object

      The key to toggle the value for.

    Returns this

toggleFlipX

  • toggleFlipX(): this
  • Toggles the horizontal flipped state of this Game Object.

    A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    Returns this

toggleFlipY

  • toggleFlipY(): this
  • Toggles the vertical flipped state of this Game Object.

    Returns this

update

  • update(...args: any[]): void
  • To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

    Parameters

    • Rest ...args: any[]

      args

    Returns void

updateDisplayOrigin

  • updateDisplayOrigin(): this
  • Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

    Returns this

willRender

  • willRender(camera: Camera): boolean
  • Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

    Parameters

    • camera: Camera

      The Camera to check against this Game Object.

    Returns boolean

Generated using TypeDoc