Options
All
  • Public
  • Public/Protected
  • All
Menu

Class MarbleIndividual

Class representing marble controlled by the genetic algorithm.

The 'DNA' of an individual consists of values for a power and an angle property and is described using the interface MarbleDNA.

This class relies heavily on the implementations of the Marble class. See the Marble class for further information.

The genetic algorithm is described using several methods tagged with 'Genetic Algorithm'. Please refer to initializeAlgorithm as a starting point.

see

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

Hierarchy

Implements

  • Alpha
  • BlendMode
  • Depth
  • Flip
  • GetBounds
  • Mask
  • Origin
  • Pipeline
  • ScrollFactor
  • Size
  • TextureCrop
  • Tint
  • Transform
  • Visible
  • Bounce
  • Collision
  • Force
  • Friction
  • Gravity
  • Mass
  • Sensor
  • SetBody
  • Sleep
  • Static
  • Transform
  • Velocity
  • Alpha
  • BlendMode
  • Depth
  • Flip
  • GetBounds
  • Origin
  • Pipeline
  • ScrollFactor
  • Size
  • Texture
  • Tint
  • Transform
  • Visible

Index

Constructors

Properties

Methods

Constructors

constructor

  • new MarbleIndividual(world: World, scene: Scene, startPoint: Point, textureName: string, diameter: number, goal: Goal, dna?: MarbleDNA): MarbleIndividual
  • Parameters

    • world: World

      The world to which the individual belongs.

    • scene: Scene

      The scene to which the individual belongs.

    • startPoint: Point

      Start point of the individual.

    • textureName: string

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

    • diameter: number

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

    • goal: Goal

      The goal to which the individual should try to find a way to.

    • Optional dna: MarbleDNA

      The DNA of the individual. If not present, a random DNA will be generated.

    Returns MarbleIndividual

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:

Readonly centerOfMass

centerOfMass: Vector2

The body's center of mass.

Calling this creates a new `Vector2 each time to avoid mutation.

If you only need to read the value and won't change it, you can get it from GameObject.body.centerOfMass.

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.

Private Readonly diameter

diameter: number

The diameter of the individual.

note

This property is only relevant for reproduction.

readonly

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.

Private Readonly dna

The DNA of the marble individual.

readonly

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.

Private Readonly goal

goal: Goal

The goal to which the individual should try to find a way to.

readonly

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.

Private Readonly id

id: string

Unique identifier to identify the individuals.

This is a uuidv4 128-bit number. See this article for more information.

readonly

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.

Protected startPosition

startPosition: Point

The start point of the marble.

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.

Private Readonly textureName

textureName: string

The name of the texture of the individual.

note

This property is only relevant for reproduction.

readonly

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.

world

world: World

A reference to the Matter.World instance that this body belongs to.

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

applyForce

  • applyForce(force: Vector2): GameObject
  • Applies a force to a body.

    Parameters

    • force: Vector2

      A Vector that specifies the force to apply.

    Returns GameObject

applyForceFrom

  • applyForceFrom(position: Vector2, force: Vector2): GameObject
  • Applies a force to a body from a given position.

    Parameters

    • position: Vector2

      The position in which the force comes from.

    • force: Vector2

      A Vector that specifies the force to apply.

    Returns GameObject

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

distanceTo

  • distanceTo<T>(obj: T): number
  • Computes the distance of a marble to a given object.

    Type parameters

    • T: Transform

    Parameters

    • obj: T

      The object to which the distance should be computed.

    Returns number

    The distance to the object.

distanceToGoal

  • distanceToGoal(): number

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)[]

fitness

  • fitness(): number
  • Computes the fitness function of the individual.

    The fitness function is currently computed using the reciprocal value of the distance to the goal squared and is a real value in the closed range [0, 1].

    Returns number

    The fitness value of the individual.

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

isMoving

  • isMoving(): boolean
  • Checks whether the marble is moving or not.

    A marble is moving if it has a significant velocity.

    Returns boolean

    Return true if the marble is moving, false otherwise.

isSensor

  • isSensor(): boolean
  • Is the body belonging to this Game Object a sensor or not?

    Returns boolean

isStatic

  • isStatic(): boolean
  • Returns true if the body is static, otherwise false for a dynamic body.

    Returns boolean

isTouching

  • isTouching<T>(obj: T): boolean
  • Checks whether the marble is touching the specified object or not.

    Type parameters

    • T: GetBounds

    Parameters

    • obj: T

    Returns boolean

    Return true if the marble touches the object, false otherwise.

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[]

mutate

  • mutate(): void
  • Mutates the individual.

    A call of the mutation method does not guarantee that a mutation will be performed.

    Each property/characteristics of the 'DNA' will be mutated with some probability and can alter in a given range.

    see

    Configuration: Please refer to the configuration class for the concrete probabilities and ranges.

    Returns void

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

reproduceWith

  • Creates a new individual (child) based on the current individual (acting as father) and an other individual (acting as mother).

    The genes ('DNA') are mixed according to some probability.

    see

    Configuration: Please refer to the configuration class for limitations and probabilities that may apply.

    Parameters

    Returns MarbleIndividual

    A new child.

reset

  • reset(): void
  • Resets a marble.

    A marble gets reset by setting its velocity to zero and positioning it at the start point.

    Returns void

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

setAngularVelocity

  • setAngularVelocity(value: number): GameObject
  • Sets the angular velocity of the body instantly. Position, angle, force etc. are unchanged.

    Parameters

    • value: number

      The angular velocity.

    Returns GameObject

setAwake

  • setAwake(): this
  • Wakes this Body if asleep.

    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

setBody

  • setBody(config: string | Phaser.Types.Physics.Matter.MatterSetBodyConfig, options?: Phaser.Types.Physics.Matter.MatterBodyConfig): GameObject
  • Set this Game Object to create and use a new Body based on the configuration object given.

    Calling this method resets previous properties you may have set on the body, including plugins, mass, friction, etc. So be sure to re-apply these in the options object if needed.

    Parameters

    • config: string | Phaser.Types.Physics.Matter.MatterSetBodyConfig

      Either a string, such as circle, or a Matter Set Body Configuration object.

    • Optional options: Phaser.Types.Physics.Matter.MatterBodyConfig

      An optional Body configuration object that is used to set initial Body properties on creation.

    Returns GameObject

setBounce

  • setBounce(value: number): GameObject
  • Sets the restitution on the physics object.

    Parameters

    • value: number

      A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: Math.max(bodyA.restitution, bodyB.restitution)

    Returns GameObject

setCircle

  • setCircle(radius: number, options?: Phaser.Types.Physics.Matter.MatterBodyConfig): GameObject
  • Set the body on a Game Object to a circle.

    Calling this methods resets previous properties you may have set on the body, including plugins, mass, friction, etc. So be sure to re-apply these in the options object if needed.

    Parameters

    • radius: number

      The radius of the circle.

    • Optional options: Phaser.Types.Physics.Matter.MatterBodyConfig

      An optional Body configuration object that is used to set initial Body properties on creation.

    Returns GameObject

setCollidesWith

  • setCollidesWith(categories: number | number[]): GameObject
  • Sets the collision mask for this Game Object's Matter Body. Two Matter Bodies with different collision groups will only collide if each one includes the other's category in its mask based on a bitwise AND, i.e. (categoryA & maskB) !== 0 and (categoryB & maskA) !== 0 are both true.

    Parameters

    • categories: number | number[]

      A unique category bitfield, or an array of them.

    Returns GameObject

setCollisionCategory

  • setCollisionCategory(value: number): GameObject
  • Sets the collision category of this Game Object's Matter Body. This number must be a power of two between 2^0 (= 1) and 2^31. Two bodies with different collision groups (see {@link #setCollisionGroup}) will only collide if their collision categories are included in their collision masks (see {@link #setCollidesWith}).

    Parameters

    • value: number

      Unique category bitfield.

    Returns GameObject

setCollisionGroup

  • setCollisionGroup(value: number): GameObject
  • Sets the collision group of this Game Object's Matter Body. If this is zero or two Matter Bodies have different values, they will collide according to the usual rules (see {@link #setCollisionCategory} and {@link #setCollisionGroup}). If two Matter Bodies have the same positive value, they will always collide; if they have the same negative value, they will never collide.

    Parameters

    • value: number

      Unique group index.

    Returns GameObject

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

setDensity

  • setDensity(value: number): GameObject
  • Sets density of the body.

    Parameters

    • value: number

      The new density of the body.

    Returns GameObject

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

setExistingBody

  • setExistingBody(body: MatterJS.BodyType, addToWorld?: boolean): GameObject
  • Set this Game Object to use the given existing Matter Body.

    The body is first removed from the world before being added to this Game Object.

    Parameters

    • body: MatterJS.BodyType

      The Body this Game Object should use.

    • Optional addToWorld: boolean

      Should the body be immediately added to the World? Default true.

    Returns GameObject

setFixedRotation

  • setFixedRotation(): this
  • Setting fixed rotation sets the Body inertia to Infinity, which stops it from being able to rotate when forces are applied to it.

    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

setFriction

  • setFriction(value: number, air?: number, fstatic?: number): GameObject
  • Sets new friction values for this Game Object's Matter Body.

    Parameters

    • value: number

      The new friction of the body, between 0 and 1, where 0 allows the Body to slide indefinitely, while 1 allows it to stop almost immediately after a force is applied.

    • Optional air: number

      If provided, the new air resistance of the Body. The higher the value, the faster the Body will slow as it moves through space. 0 means the body has no air resistance.

    • Optional fstatic: number

      If provided, the new static friction of the Body. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary. 0 means the body will never "stick" when it is nearly stationary.

    Returns GameObject

setFrictionAir

  • setFrictionAir(value: number): GameObject
  • Sets a new air resistance for this Game Object's Matter Body. A value of 0 means the Body will never slow as it moves through space. The higher the value, the faster a Body slows when moving through space.

    Parameters

    • value: number

      The new air resistance for the Body.

    Returns GameObject

setFrictionStatic

  • setFrictionStatic(value: number): GameObject
  • Sets a new static friction for this Game Object's Matter Body. A value of 0 means the Body will never "stick" when it is nearly stationary. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary.

    Parameters

    • value: number

      The new static friction for the Body.

    Returns GameObject

setIgnoreGravity

  • setIgnoreGravity(value: boolean): GameObject
  • A togglable function for ignoring world gravity in real-time on the current body.

    Parameters

    • value: boolean

      Set to true to ignore the effect of world gravity, or false to not ignore it.

    Returns GameObject

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

setMass

  • setMass(value: number): GameObject
  • Sets the mass of the Game Object's Matter Body.

    Parameters

    • value: number

      The new mass of the body.

    Returns GameObject

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

setOnCollide

  • setOnCollide(callback: Function): GameObject
  • The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

    This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

    Parameters

    • callback: Function

      The callback to invoke when this body starts colliding with another.

    Returns GameObject

setOnCollideActive

  • setOnCollideActive(callback: Function): GameObject
  • The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

    This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

    Parameters

    • callback: Function

      The callback to invoke for the duration of this body colliding with another.

    Returns GameObject

setOnCollideEnd

  • setOnCollideEnd(callback: Function): GameObject
  • The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

    This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

    Parameters

    • callback: Function

      The callback to invoke when this body stops colliding with another.

    Returns GameObject

setOnCollideWith

  • setOnCollideWith(body: Body | Body[], callback: Function): GameObject
  • The callback is sent a reference to the other body, along with a Phaser.Types.Physics.Matter.MatterCollisionData object.

    This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

    Parameters

    • body: Body | Body[]

      The body, or an array of bodies, to test for collisions with.

    • callback: Function

      The callback to invoke when this body collides with the given body or bodies.

    Returns GameObject

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

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

setPolygon

  • setPolygon(sides: number, radius: number, options?: Phaser.Types.Physics.Matter.MatterBodyConfig): GameObject
  • Set the body on the Game Object to a polygon shape.

    Calling this methods resets previous properties you may have set on the body, including plugins, mass, friction, etc. So be sure to re-apply these in the options object if needed.

    Parameters

    • sides: number

      The number of sides the polygon will have.

    • radius: number

      The "radius" of the polygon, i.e. the distance from its center to any vertex. This is also the radius of its circumcircle.

    • Optional options: Phaser.Types.Physics.Matter.MatterBodyConfig

      An optional Body configuration object that is used to set initial Body properties on creation.

    Returns GameObject

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

setRectangle

  • setRectangle(width: number, height: number, options?: Phaser.Types.Physics.Matter.MatterBodyConfig): GameObject
  • Set the body on a Game Object to a rectangle.

    Calling this methods resets previous properties you may have set on the body, including plugins, mass, friction, etc. So be sure to re-apply these in the options object if needed.

    Parameters

    • width: number

      Width of the rectangle.

    • height: number

      Height of the rectangle.

    • Optional options: Phaser.Types.Physics.Matter.MatterBodyConfig

      An optional Body configuration object that is used to set initial Body properties on creation.

    Returns GameObject

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

setSensor

  • setSensor(value: boolean): GameObject
  • Set the body belonging to this Game Object to be a sensor. Sensors trigger collision events, but don't react with colliding body physically.

    Parameters

    • value: boolean

      true to set the body as a sensor, or false to disable it.

    Returns GameObject

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

setSleepEndEvent

  • setSleepEndEvent(value: boolean): this
  • Enables or disables the Sleep End event for this body.

    Parameters

    • value: boolean

      true to enable the sleep event, or false to disable it.

    Returns this

setSleepEvents

  • setSleepEvents(start: boolean, end: boolean): this
  • Enable sleep and wake events for this body.

    By default when a body goes to sleep, or wakes up, it will not emit any events.

    The events are emitted by the Matter World instance and can be listened to via the SLEEP_START and SLEEP_END events.

    Parameters

    • start: boolean

      true if you want the sleep start event to be emitted for this body.

    • end: boolean

      true if you want the sleep end event to be emitted for this body.

    Returns this

setSleepStartEvent

  • setSleepStartEvent(value: boolean): this
  • Enables or disables the Sleep Start event for this body.

    Parameters

    • value: boolean

      true to enable the sleep event, or false to disable it.

    Returns this

setSleepThreshold

  • setSleepThreshold(value?: number): this
  • Sets the number of updates in which this body must have near-zero velocity before it is set as sleeping (if sleeping is enabled by the engine).

    Parameters

    • Optional value: number

      A Number that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping. Default 60.

    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

setStatic

  • setStatic(value: boolean): GameObject
  • Changes the physics body to be either static true or dynamic false.

    Parameters

    • value: boolean

      true to set the body as being static, or false to make it dynamic.

    Returns GameObject

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

setToSleep

  • setToSleep(): this
  • Sets this Body to sleep.

    Returns this

setTrapezoid

  • setTrapezoid(width: number, height: number, slope: number, options?: Phaser.Types.Physics.Matter.MatterBodyConfig): GameObject
  • Set the body on the Game Object to a trapezoid shape.

    Calling this methods resets previous properties you may have set on the body, including plugins, mass, friction, etc. So be sure to re-apply these in the options object if needed.

    Parameters

    • width: number

      The width of the trapezoid Body.

    • height: number

      The height of the trapezoid Body.

    • slope: number

      The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.

    • Optional options: Phaser.Types.Physics.Matter.MatterBodyConfig

      An optional Body configuration object that is used to set initial Body properties on creation.

    Returns GameObject

setVelocity

  • setVelocity(x: number, y?: number): GameObject
  • Sets both the horizontal and vertical velocity of the physics body.

    Parameters

    • x: number

      The horizontal velocity value.

    • Optional y: number

      The vertical velocity value, it can be either positive or negative. If not given, it will be the same as the x value. Default x.

    Returns GameObject

setVelocityX

  • setVelocityX(x: number): GameObject
  • Sets the horizontal velocity of the physics body.

    Parameters

    • x: number

      The horizontal velocity value.

    Returns GameObject

setVelocityY

  • setVelocityY(y: number): GameObject
  • Sets vertical velocity of the physics body.

    Parameters

    • y: number

      The vertical velocity value.

    Returns GameObject

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

start

  • start(power: number, angle: number): void
  • Starts a marble by initializing the velocity of the underlying Matter.js-body.

    The velocity is computed using the cosine and the sinus of the given angle to define the x and the y direction/component/value respectively. The result is a normalized vector which points in 'the right direction'. It will then multiplied with the given power value to ensure the correct length.

    see

    Configuration Any limitations which may apply are specified in the configuration.

    Parameters

    • power: number

      A number describing the 'power' of the marble. The higher the power, the faster is the initial speed of the marble. The power can be a any real value, which does not violate the configuration.

    • angle: number

      A number describing the 'direction' in which the marble initially moves. The value must be an angle in radiant in the valid range.

    Returns void

startIndividual

  • startIndividual(): void
  • Starts the individual by calling the the start method of the parent class using the values of the DNA as parameters.

    see

    Marble.start for further details.

    Returns void

stop

  • stop(): void
  • Stops the marble.

    A marble gets stopped by setting its velocity to zero.

    Returns void

thrust

  • thrust(speed: number): GameObject
  • Apply thrust to the forward position of the body.

    Use very small values, such as 0.1, depending on the mass and required speed.

    Parameters

    • speed: number

      A speed value to be applied to a directional force.

    Returns GameObject

thrustBack

  • thrustBack(speed: number): GameObject
  • Apply thrust to the back position of the body.

    Use very small values, such as 0.1, depending on the mass and required speed.

    Parameters

    • speed: number

      A speed value to be applied to a directional force.

    Returns GameObject

thrustLeft

  • thrustLeft(speed: number): GameObject
  • Apply thrust to the left position of the body.

    Use very small values, such as 0.1, depending on the mass and required speed.

    Parameters

    • speed: number

      A speed value to be applied to a directional force.

    Returns GameObject

thrustRight

  • thrustRight(speed: number): GameObject
  • Apply thrust to the right position of the body.

    Use very small values, such as 0.1, depending on the mass and required speed.

    Parameters

    • speed: number

      A speed value to be applied to a directional force.

    Returns GameObject

toJSON

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

    Returns Phaser.Types.GameObjects.JSONGameObject

toString

  • toString(): string
  • Returns a string representation of an object.

    Returns string

    Returns the string representation.

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