A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination with one, or more, Tilesets.
new TilemapLayer(scene, tilemap, layerIndex, tileset, [x], [y])
name | type | arguments | description |
---|---|---|---|
scene | Phaser.Scene |
The Scene to which this Game Object belongs. |
|
tilemap | Phaser.Tilemaps.Tilemap |
The Tilemap this layer is a part of. |
|
layerIndex | number |
The index of the LayerData associated with this layer. |
|
tileset | string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset> |
The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. |
|
x | number | <optional> |
The world x position where the top left of this layer will be placed. |
y | number | <optional> |
The world y position where the top left of this layer will be placed. |
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.
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 callback that is invoked when the tiles are culled.
It will call a different function based on the map orientation:
Orthogonal (the default) is TilemapComponents.CullTiles
Isometric is TilemapComponents.IsometricCullTiles
Hexagonal is TilemapComponents.HexagonalCullTiles
Staggered is TilemapComponents.StaggeredCullTiles
However, you can override this to call any function you like.
It will be sent 4 arguments:
dirty
property to see if it has changed since the last cull.culledTiles
array, which should be used to store the tiles you want rendered.See the TilemapComponents.CullTiles
source code for details on implementing your own culling system.
The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
See the method setCullPadding
for more details.
The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
See the method setCullPadding
for more details.
Used internally during rendering. This holds the tiles that are visible within the Camera.
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.
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.
An array holding the mapping between the tile indexes and the tileset they belong to.
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()
.
Used internally by physics system to perform fast type checks.
The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.
The index of the LayerData associated with this layer.
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 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.
You can control if the camera should cull tiles on this layer before rendering them or not.
By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
However, there are some instances when you may wish to disable this, and toggling this flag allows
you to do so. Also see setSkipCull
for a chainable method that does the same thing.
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 Tilemap that this layer is a part of.
The total number of tiles drawn by the renderer in the last frame.
The total number of tiles in this layer. Updated every frame.
An array of Tileset
objects associated with this layer.
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
.
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
name | type | arguments | description |
---|---|---|---|
displayList | Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer | <optional> |
The Display List to add to. Defaults to the Scene Display List. |
This Game Object.
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate
method called
every game frame. This method is passed two parameters: delta
and time
.
If you wish to run your own logic within preUpdate
then you should always call
preUpdate.super(delta, time)
within it, or it may fail to process required operations,
such as Sprite animations.
This Game Object.
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.
Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.
name | type | description |
---|---|---|
tileX | number |
The x coordinate. |
tileY | number |
The y coordinate. |
This Tilemap Layer object.
Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
This Tilemap Layer object.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
This Game Object instance.
Copies the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.
name | type | arguments | Default | description |
---|---|---|---|---|
srcTileX | number |
The x coordinate of the area to copy from, in tiles, not pixels. |
||
srcTileY | number |
The y coordinate of the area to copy from, in tiles, not pixels. |
||
width | number |
The width of the area to copy, in tiles, not pixels. |
||
height | number |
The height of the area to copy, in tiles, not pixels. |
||
destTileX | number |
The x coordinate of the area to copy to, in tiles, not pixels. |
||
destTileY | number |
The y coordinate of the area to copy to, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
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 a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.
name | type | arguments | description |
---|---|---|---|
indexes | number | array |
The tile index, or array of indexes, to create Sprites from. |
|
replacements | number | array |
The tile index, or array of indexes, to change a converted
tile to. Set to |
|
spriteConfig | Phaser.Types.GameObjects.Sprite.SpriteConfig | <optional> |
The config object to pass into the Sprite creator (i.e. scene.make.sprite). |
scene | Phaser.Scene | <optional> |
The Scene to create the Sprites within. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when determining the world XY |
An array of the Sprites that were created.
Returns the tiles in the given layer that are within the cameras viewport. This is used internally during rendering.
name | type | arguments | description |
---|---|---|---|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to run the cull check against. |
An array of Tile objects to render.
Destroys this TilemapLayer and removes its link to the associated LayerData.
name | type | arguments | Default | description |
---|---|---|---|---|
removeFromTilemap | boolean | <optional> | true |
Remove this layer from the parent Tilemap? |
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.
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
.
Return an array listing the events for which the emitter has registered listeners.
Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.
name | type | arguments | Default | description |
---|---|---|---|---|
index | number |
The tile index to fill the area with. |
||
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
|
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
|
width | number | <optional> |
How many tiles wide from the |
|
height | number | <optional> |
How many tiles tall from the |
|
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | function |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter. |
|
context | object | <optional> |
The context under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to filter. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to filter. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
An array of Tile objects.
Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.
name | type | arguments | Default | description |
---|---|---|---|---|
index | number |
The tile index value to search for. |
||
skip | number | <optional> | 0 |
The number of times to skip a matching tile before returning. |
reverse | boolean | <optional> | false |
If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left. |
The first matching Tile object.
Find the first tile in the given rectangular area (in tile coordinates) of the layer that
satisfies the provided testing function. I.e. finds the first tile for which callback
returns
true. Similar to Array.prototype.find in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | FindTileCallback |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. |
|
context | object | <optional> |
The context under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to search. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to search. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
The first Tile found at the given location.
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | EachTileCallback |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. |
|
context | object | <optional> |
The context, or scope, under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to search. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to search. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
This Tilemap Layer object.
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 a tile at the given tile coordinates from the given layer.
name | type | arguments | Default | description |
---|---|---|---|---|
tileX | number |
X position to get the tile from (given in tile units, not pixels). |
||
tileY | number |
Y position to get the tile from (given in tile units, not pixels). |
||
nonNull | boolean | <optional> | false |
If true getTile won't return null for empty tiles, but a Tile object with an index of -1. |
The Tile at the given coordinates or null if no tile was found or the coordinates were invalid.
Gets a tile at the given world coordinates from the given layer.
name | type | arguments | Default | description |
---|---|---|---|---|
worldX | number |
X position to get the tile from (given in pixels) |
||
worldY | number |
Y position to get the tile from (given in pixels) |
||
nonNull | boolean | <optional> | false |
If true, function won't return null for empty tiles, but a Tile object with an index of -1. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
An array of Tile objects found within the area.
Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.
name | type | arguments | description |
---|---|---|---|
shape | Phaser.Geom.Circle | Phaser.Geom.Line | Phaser.Geom.Rectangle | Phaser.Geom.Triangle |
A shape in world (pixel) coordinates |
|
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
An array of Tile objects found within the shape.
Gets the tiles in the given rectangular area (in world coordinates) of the layer.
name | type | arguments | description |
---|---|---|---|
worldX | number |
The world x coordinate for the top-left of the area. |
|
worldY | number |
The world y coordinate for the top-left of the area. |
|
width | number |
The width of the area. |
|
height | number |
The height of the area. |
|
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
An array of Tile objects found within the area.
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.
Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
name | type | description |
---|---|---|
tileX | number |
The x coordinate, in tiles, not pixels. |
tileY | number |
The y coordinate, in tiles, not pixels. |
true
if a tile was found at the given location, otherwise false
.
Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
name | type | arguments | description |
---|---|---|---|
worldX | number |
The x coordinate, in pixels. |
|
worldY | number |
The y coordinate, in pixels. |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
true
if a tile was found at the given location, otherwise false
.
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
.
Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
name | type | arguments | Default | description |
---|---|---|---|---|
tile | number | Phaser.Tilemaps.Tile |
The index of this tile to set or a Tile object. |
||
tileX | number |
The x coordinate, in tiles, not pixels. |
||
tileY | number |
The y coordinate, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
The Tile object that was inserted at the given coordinates.
Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
name | type | arguments | description |
---|---|---|---|
tile | number | Phaser.Tilemaps.Tile |
The index of this tile to set or a Tile object. |
|
worldX | number |
The x coordinate, in pixels. |
|
worldY | number |
The y coordinate, in pixels. |
|
recalculateFaces | boolean | <optional> |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The Tile object that was inserted at the given coordinates.
Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.
name | type | arguments | Default | description |
---|---|---|---|---|
tile | Array.<number> | Array.<Array.<number>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>> |
A row (array) or grid (2D array) of Tiles or tile indexes to place. |
||
tileX | number |
The x coordinate, in tiles, not pixels. |
||
tileY | number |
The y coordinate, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
indexes | Array.<number> | <optional> |
An array of indexes to randomly draw from during randomization. |
This Tilemap Layer object.
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
this
.
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
This Game Object.
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate
method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.
This Game Object.
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
.
Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.
name | type | arguments | Default | description |
---|---|---|---|---|
tileX | number |
The x coordinate, in tiles, not pixels. |
||
tileY | number |
The y coordinate, in tiles, not pixels. |
||
replaceWithNull | boolean | <optional> | true |
If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. |
recalculateFaces | boolean | <optional> | true |
|
A Tile object.
Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.
name | type | arguments | Default | description |
---|---|---|---|---|
worldX | number |
The x coordinate, in pixels. |
||
worldY | number |
The y coordinate, in pixels. |
||
replaceWithNull | boolean | <optional> | true |
If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. |
recalculateFaces | boolean | <optional> | true |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The Tile object that was removed from the given location.
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.
Draws a debug representation of the layer to the given Graphics. This is helpful when you want to get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation wherever you want on the screen.
name | type | arguments | description |
---|---|---|---|
graphics | Phaser.GameObjects.Graphics |
The target Graphics object to draw upon. |
|
styleConfig | Phaser.Types.Tilemaps.StyleConfig | <optional> |
An object specifying the colors to use for the debug drawing. |
This Tilemap Layer object.
Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
findIndex
and updates their index to match newIndex
. This only modifies the index and does
not change collision information.
name | type | arguments | description |
---|---|---|---|
findIndex | number |
The index of the tile to search for. |
|
newIndex | number |
The index of the tile to replace it with. |
|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
This Tilemap Layer object.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
This Game Object instance.
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.
Sets collision on the given tile or tiles within a layer by index. You can pass in either a
single numeric index or an array of indexes: [2, 3, 15, 20]. The collides
parameter controls if
collision will be enabled (true) or disabled (false).
name | type | arguments | Default | description |
---|---|---|---|---|
indexes | number | array |
Either a single tile index, or an array of tile indexes. |
||
collides | boolean | <optional> | true |
If true it will enable collision. If false it will clear collision. |
recalculateFaces | boolean | <optional> | true |
Whether or not to recalculate the tile faces after the update. |
updateLayer | boolean | <optional> | true |
If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. |
This Tilemap Layer object.
Sets collision on a range of tiles in a layer whose index is between the specified start
and
stop
(inclusive). Calling this with a start value of 10 and a stop value of 14 would set
collision for tiles 10, 11, 12, 13 and 14. The collides
parameter controls if collision will be
enabled (true) or disabled (false).
name | type | arguments | Default | description |
---|---|---|---|---|
start | number |
The first index of the tile to be set for collision. |
||
stop | number |
The last index of the tile to be set for collision. |
||
collides | boolean | <optional> | true |
If true it will enable collision. If false it will clear collision. |
recalculateFaces | boolean | <optional> | true |
Whether or not to recalculate the tile faces after the update. |
This Tilemap Layer object.
Sets collision on all tiles in the given layer, except for tiles that have an index specified in
the given array. The collides
parameter controls if collision will be enabled (true) or
disabled (false). Tile indexes not currently in the layer are not affected.
name | type | arguments | Default | description |
---|---|---|---|---|
indexes | Array.<number> |
An array of the tile indexes to not be counted for collision. |
||
collides | boolean | <optional> | true |
If true it will enable collision. If false it will clear collision. |
recalculateFaces | boolean | <optional> | true |
Whether or not to recalculate the tile faces after the update. |
This Tilemap Layer object.
Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
that matches the given properties object, its collision flag will be set. The collides
parameter controls if collision will be enabled (true) or disabled (false). Passing in
{ collides: true }
would update the collision flag on any tiles with a "collides" property that
has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
also use an array of values, e.g. { types: ["stone", "lava", "sand" ] }
. If a tile has a
"types" property that matches any of those values, its collision flag will be updated.
name | type | arguments | Default | description |
---|---|---|---|---|
properties | object |
An object with tile properties and corresponding values that should be checked. |
||
collides | boolean | <optional> | true |
If true it will enable collision. If false it will clear collision. |
recalculateFaces | boolean | <optional> | true |
Whether or not to recalculate the tile faces after the update. |
This Tilemap Layer object.
Sets collision on the tiles within a layer by checking each tiles collision group data
(typically defined in Tiled within the tileset collision editor). If any objects are found within
a tiles collision group, the tile's colliding information will be set. The collides
parameter
controls if collision will be enabled (true) or disabled (false).
name | type | arguments | Default | description |
---|---|---|---|---|
collides | boolean | <optional> | true |
If true it will enable collision. If false it will clear collision. |
recalculateFaces | boolean | <optional> | true |
Whether or not to recalculate the tile faces after the update. |
This Tilemap Layer object.
When a Camera culls the tiles in this layer it does so using its view into the world, building up a
rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size
of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so
by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px
and you set paddingX
to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)
name | type | arguments | Default | description |
---|---|---|---|---|
paddingX | number | <optional> | 1 |
The amount of extra horizontal tiles to add to the cull check padding. |
paddingY | number | <optional> | 1 |
The amount of extra vertical tiles to add to the cull check padding. |
This Tilemap Layer object.
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 | ob |