A Render Texture.
A Render Texture is a special texture that allows any number of Game Objects to be drawn to it. You can take many complex objects and draw them all to this one texture, which can they be used as the texture for other Game Object's. It's a way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads.
Note that under WebGL a FrameBuffer, which is what the Render Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes to a Render Texture they will appear to be drawn with no aliasing, however this is a technical limitation of WebGL. To get around it, create your shape as a texture in an art package, then draw that to the Render Texture.
new RenderTexture(scene, [x], [y], [width], [height])
name | type | arguments | Default | description |
---|---|---|---|---|
scene | Phaser.Scene |
The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. |
||
x | number | <optional> | 0 |
The horizontal position of this Game Object in the world. |
y | number | <optional> | 0 |
The vertical position of this Game Object in the world. |
width | number | <optional> | 32 |
The width of the Render Texture. |
height | number | <optional> | 32 |
The height of the Render Texture. |
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.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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.
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:
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.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
An internal Camera that can be used to move around the Render Texture. Control it just like you would any Scene Camera. The difference is that it only impacts the placement of what is drawn to the Render Texture. You can scroll, zoom and rotate this Camera.
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:
The HTML Canvas Element that the Render Texture is drawing to when using the Canvas Renderer.
A reference to the Rendering Context belonging to the Canvas Element this Render Texture is drawing to.
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
.
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.
Is this Render Texture dirty or not? If not it won't spend time clearing or filling itself.
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.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
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.
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.
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.
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.
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.
The Frame corresponding to this Render Texture.
The alpha of the Render Texture when rendered.
The tint of the Render Texture when rendered.
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.
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.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
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.
The Mask this Game Object is using during render.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
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.
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.
The parent Container of this Game Object, if it has one.
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.
The Render Target that belongs to this Render Texture.
A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.
This property remains null
under Canvas.
A reference to either the Canvas or WebGL Renderer that the Game instance is using.
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.
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.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
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.
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.
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.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture corresponding to this Render Texture.
A reference to the Texture Manager.
The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint fill mode.
false
= An additive tint (the default), where vertices colors are blended with the texture.
true
= A fill tint, where the vertices colors replace the texture, but respects texture alpha.
The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
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.
The x position of this Game Object.
The y position of this Game Object.
The z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.
Add a listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE
event from this Game Object.
Use this method if you have already called beginDraw
and need to batch
draw a large number of objects to this Render Texture.
This method batches the drawing of the given objects to this Render Texture, without causing a bind or batch flush.
It is faster than calling draw
, but you must be very careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of objects it's much safer and easier to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open, or call beginDraw
again.
Draws the given object, or an array of objects, to this Render Texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot draw a Render Texture to itself.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame
instead.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
The alpha
and tint
values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
name | type | arguments | description |
---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these. |
|
x | number | <optional> |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> |
The alpha value. Only used for Texture Frames and if not specified defaults to the |
tint | number | <optional> |
WebGL only. The tint color value. Only used for Texture Frames and if not specified defaults to the |
This Render Texture instance.
Use this method if you have already called beginDraw
and need to batch
draw a large number of texture frames to this Render Texture.
This method batches the drawing of the given frames to this Render Texture, without causing a bind or batch flush.
It is faster than calling drawFrame
, but you must be very careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of frames it's much safer and easier to use the drawFrame
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open, or call beginDraw
again.
Draws the Texture Frame to the Render Texture at the given position.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
var rt = this.add.renderTexture(0, 0, 800, 600);
rt.drawFrame(key, frame);
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
Calling this method will cause a batch flush, so if you've got a stack of things to draw
in a tight loop, try using the draw
method instead.
If you need to draw a Sprite to this Render Texture, use the draw
method instead.
name | type | arguments | description |
---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
|
frame | string | number | <optional> |
The name or index of the frame within the Texture. |
x | number | <optional> |
The x position to draw the frame at. |
y | number | <optional> |
The y position to draw the frame at. |
alpha | number | <optional> |
The alpha to use. If not specified it uses the |
tint | number | <optional> |
WebGL only. The tint color to use. If not specified it uses the |
This Render Texture instance.
Use this method if you need to batch draw a large number of Game Objects to this Render Texture in a single go, or on a frequent basis.
This method starts the beginning of a batched draw.
It is faster than calling draw
, but you must be very careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of objects it's much safer and easier to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open, or call beginDraw
again.
This Render Texture instance.
Clears the Render Texture.
This Render Texture instance.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
This Game Object instance.
Clears the mask that this Game Object was using.
name | type | arguments | Default | description |
---|---|---|---|---|
destroyMask | boolean | <optional> | false |
Destroy the mask before clearing it? |
This Game Object instance.
Copies an object's coordinates to this Game Object's position.
name | type | description |
---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like |
An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied. |
This Game Object instance.
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.
name | type | arguments | description |
---|---|---|---|
renderable | Phaser.GameObjects.GameObject | <optional> |
A renderable Game Object that uses a texture, such as a Sprite. |
This Bitmap Mask that was created.
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.
name | type | arguments | description |
---|---|---|---|
graphics | Phaser.GameObjects.Graphics | <optional> |
A Graphics Game Object. The geometry within it will be used as the mask. |
This Geometry Mask that was created.
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.
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.
This GameObject.
Draws the given object, or an array of objects, to this Render Texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot draw a Render Texture to itself.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame
instead.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
The alpha
and tint
values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.
name | type | arguments | description |
---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these. |
|
x | number | <optional> |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> |
The alpha value. Only used for Texture Frames and if not specified defaults to the |
tint | number | <optional> |
WebGL only. The tint color value. Only used for Texture Frames and if not specified defaults to the |
This Render Texture instance.
Draws the Texture Frame to the Render Texture at the given position.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
var rt = this.add.renderTexture(0, 0, 800, 600);
rt.drawFrame(key, frame);
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
Calling this method will cause a batch flush, so if you've got a stack of things to draw
in a tight loop, try using the draw
method instead.
If you need to draw a Sprite to this Render Texture, use the draw
method instead.
name | type | arguments | description |
---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
|
frame | string | number | <optional> |
The name or index of the frame within the Texture. |
x | number | <optional> |
The x position to draw the frame at. |
y | number | <optional> |
The y position to draw the frame at. |
alpha | number | <optional> |
The alpha to use. If not specified it uses the |
tint | number | <optional> |
WebGL only. The tint color to use. If not specified it uses the |
This Render Texture instance.
Calls each of the listeners registered for a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
args | * | <optional> |
Additional arguments that will be passed to the event handler. |
true
if the event had listeners, else false
.
Use this method to finish batch drawing to this Render Texture.
Never call this method without first calling beginDraw
.
It is faster than calling draw
, but you must be very careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of objects it's much safer and easier to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open, or call beginDraw
again.
This Render Texture instance.
Draws the given object, or an array of objects, to this Render Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects from this Render Texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot erase a Render Texture from itself.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.
name | type | arguments | description |
---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these. |
|
x | number | <optional> |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> |
The y position to draw the Frame at, or the offset applied to the object. |
This Render Texture instance.
Return an array listing the events for which the emitter has registered listeners.
Fills the Render Texture with the given color.
name | type | arguments | Default | description |
---|---|---|---|---|
rgb | number |
The color to fill the Render Texture with. |
||
alpha | number | <optional> | 1 |
The alpha value used by the fill. |
x | number | <optional> | 0 |
The left coordinate of the fill rectangle. |
y | number | <optional> | 0 |
The top coordinate of the fill rectangle. |
width | number | <optional> | this.frame.cutWidth |
The width of the fill rectangle. |
height | number | <optional> | this.frame.cutHeight |
The height of the fill rectangle. |
This Render Texture instance.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.
name | type | arguments | description |
---|---|---|---|
output | object | Phaser.Geom.Rectangle | <optional> |
An object to store the values in. If not provided a new Rectangle will be created. |
The values stored in the output object.
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
name | type | arguments | description |
---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
The values stored in the output object.
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.
name | type | description |
---|---|---|
key | string | Array.<string> |
The key of the value to retrieve, or an array of keys. |
The value belonging to the given key, or an array of values, the order of which will match the input array.
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.
An array of display list position indexes.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Takes the given x
and y
coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main
camera from the Scene to which this
Game Object belongs.
name | type | arguments | description |
---|---|---|---|
x | number |
The x position to translate. |
|
y | number |
The y position to translate. |
|
point | Phaser.Math.Vector2 | <optional> |
A Vector2, or point-like object, to store the results in. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera which is being tested against. If not given will use the Scene default camera. |
The translated point.
Gets the local transform matrix for this Game Object.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
The populated Transform Matrix.
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.
The sum total rotation, in radians, of all parent containers of this Game Object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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
name | type | arguments | Default | description |
---|---|---|---|---|
output | object | Phaser.Math.Vector2 | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
A temporary matrix to hold parent values during the calculations. |
The populated Transform Matrix.
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.
name | type | arguments | description |
---|---|---|---|
key | string | object |
The key to increase the value for. |
|
data | * | <optional> |
The value to increase for the given key. |
This GameObject.
Return the number of listeners listening to a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The number of listeners.
Return the listeners registered for a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The registered listeners.
Remove the listeners of a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
fn | function | <optional> |
Only remove the listeners that match this function. |
context | * | <optional> |
Only remove the listeners that have this context. |
once | boolean | <optional> |
Only remove one-time listeners. |
this
.
Add a listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
Add a one-time listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
Internal destroy handler, called as part of the destroy process.
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
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.)
This GameObject.
Remove the listeners of a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
fn | function | <optional> |
Only remove the listeners that match this function. |
context | * | <optional> |
Only remove the listeners that have this context. |
once | boolean | <optional> |
Only remove one-time listeners. |
this
.
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE
event from this Game Object.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
This Game Object instance.
Resizes the Render Texture to the new dimensions given.
If Render Texture was created from specific frame, only the size of the frame will be changed. The size of the source texture will not change.
If Render Texture was not created from specific frame, the following will happen:
In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture. In Canvas it will resize the underlying canvas element.
Both approaches will erase everything currently drawn to the Render Texture.
If the dimensions given are the same as those already being used, calling this method will do nothing.
name | type | arguments | Default | description |
---|---|---|---|---|
width | number |
The new width of the Render Texture. |
||
height | number | <optional> | width |
The new height of the Render Texture. If not specified, will be set the same as the |
This Render Texture.
Stores a copy of this Render Texture in the Texture Manager using the given key.
After doing this, any texture based Game Object, such as a Sprite, can use the contents of this Render Texture by using the texture key:
var rt = this.add.renderTexture(0, 0, 128, 128);
// Draw something to the Render Texture
rt.saveTexture('doodle');
this.add.image(400, 300, 'doodle');
Updating the contents of this Render Texture will automatically update any Game Object
that is using it as a texture. Calling saveTexture
again will not save another copy
of the same texture, it will just rename the key of the existing copy.
By default it will create a single base texture. You can add frames to the texture
by using the Texture.add
method. After doing this, you can then allow Game Objects
to use a specific frame from a Render Texture.
If you destroy this Render Texture, any Game Object using it via the Texture Manager will stop rendering. Ensure you remove the texture from the Texture Manager and any Game Objects using it first, before destroying this Render Texture.
name | type | description |
---|---|---|
key | string |
The unique key to store the texture as within the global Texture Manager. |
The Texture that was saved.
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.
name | type | description |
---|---|---|
value | boolean |
True if this Game Object should be set as active, false if not. |
This GameObject.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
topLeft | number | <optional> | 1 |
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. |
topRight | number | <optional> |
The alpha value used for the top-right of the Game Object. WebGL only. |
|
bottomLeft | number | <optional> |
The alpha value used for the bottom-left of the Game Object. WebGL only. |
|
bottomRight | number | <optional> |
The alpha value used for the bottom-right of the Game Object. WebGL only. |
This Game Object instance.
Sets the angle of this Game Object.
name | type | arguments | description |
---|---|---|---|
degrees | number | <optional> |
The rotation of this Game Object, in degrees. |
This Game Object instance.
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:
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.
name | type | description |
---|---|---|
value | string | Phaser.BlendModes |
The BlendMode value. Either a string or a CONST. |
This Game Object instance.
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.
name | type | arguments | description |
---|---|---|---|
x | number | Phaser.Geom.Rectangle | <optional> |
The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored. |
y | number | <optional> |
The y coordinate to start the crop from. |
width | number | <optional> |
The width of the crop rectangle in pixels. |
height | number | <optional> |
The height of the crop rectangle in pixels. |
This Game Object instance.
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.
name | type | arguments | description |
---|---|---|---|
key | string | object |
The key to set the value for. Or an object of key value pairs. If an object the |
|
data | * | <optional> |
The value to set for the given key. If an object is provided as the key this argument is ignored. |
This GameObject.
Adds a Data Manager component to this Game Object.
This GameObject.
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.
name | type | description |
---|---|---|
value | number |
The depth of this Game Object. |
This Game Object instance.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0 |
The horizontal display origin value. |
y | number | <optional> | x |
The vertical display origin value. If not defined it will be set to the value of |
This Game Object instance.
Sets the display size of this Game Object.
Calling this will adjust the scale.
name | type | description |
---|---|---|
width | number |
The width of this Game Object. |
height | number |
The height of this Game Object. |
This Game Object instance.
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.
name | type | description |
---|---|---|
x | boolean |
The horizontal flipped state. |
y | boolean |
The horizontal flipped state. |
This Game Object instance.
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.
name | type | description |
---|---|---|
value | boolean |
The flipped state. |
This Game Object instance.
Sets the vertical flipped state of this Game Object.
name | type | description |
---|---|---|
value | boolean |
The flipped state. |
This Game Object instance.
Set the alpha to use when rendering this Render Texture.
name | type | description |
---|---|---|
alpha | number |
The alpha value. |
This Render Texture.
Set the tint to use when rendering this Render Texture.
name | type | description |
---|---|---|
tint | number |
The tint value. |
This Render Texture.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
hitArea | any | Phaser.Types.Input.InputConfiguration | <optional> |
Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame. |
|
callback | Phaser.Types.Input.HitAreaCallback | <optional> |
The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback. |
|
dropZone | boolean | <optional> | false |
Should this Game Object be treated as a drop zone target? |
This GameObject.
sprite.setInteractive();
sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains);
graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains);
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.
name | type | description |
---|---|---|
mask | Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask |
The mask this Game Object will use when rendering. |
This Game Object instance.
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.
name | type | description |
---|---|---|
value | string |
The name to be given to this Game Object. |
This GameObject.
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0.5 |
The horizontal origin value. |
y | number | <optional> | x |
The vertical origin value. If not defined it will be set to the value of |
This Game Object instance.
Sets the origin of this Game Object based on the Pivot values in its Frame.
This Game Object instance.
Sets the position of this Game Object.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0 |
The x position of this Game Object. |
y | number | <optional> | x |
The y position of this Game Object. If not set it will use the |
z | number | <optional> | 0 |
The z position of this Game Object. |
w | number | <optional> | 0 |
The w position of this Game Object. |
This Game Object instance.