Phaser API Documentation

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Phaser . GameObjects . DOMElement

This is a beta release of our new docs system. Found an issue?
Please tell us about it in the #📖-newdocs-feedback channel on the Phaser Discord

Phaser . GameObjects . DOMElement

DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game.

In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:

dom {
  createContainer: true
}

When this is added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.

If you have not already done so, you have to provide a parent in the Game Configuration, or the DOM Container will fail to be created.

You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:

this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.

You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.

Rather than specify the CSS and HTML directly you can use the load.html File Loader to load it into the cache and then use the createFromCache method instead. You can also use createFromHTML and various other methods available in this class to help construct your elements.

Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.

They also cannot be enabled for input. To do that, you have to use the addListener method to add native event listeners directly. The final limitation is to do with cameras. The DOM Container is sized to match the game canvas entirely and clipped accordingly. DOM Elements respect camera scrolling and scrollFactor settings, but if you change the size of the camera so it no longer matches the size of the canvas, they won't be clipped accordingly.

Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.

Note that you should only have DOM Elements in a Scene with a single Camera. If you require multiple cameras, use parallel scenes to achieve this.

DOM Elements are a powerful way to align native HTML with your Phaser Game Objects. For example, you can insert a login form for a multiplayer game directly into your title screen. Or a text input box for a highscore table. Or a banner ad from a 3rd party service. Or perhaps you'd like to use them for high resolution text display and UI. The choice is up to you, just remember that you're dealing with standard HTML and CSS floating over the top of your game, and should treat it accordingly.

Constructor:

new DOMElement(scene, [x], [y], [element], [style], [innerText])

Parameters:

name type arguments 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>

The horizontal position of this DOM Element in the world.

y number <optional>

The vertical position of this DOM Element in the world.

element Element | string <optional>

An existing DOM element, or a string. If a string starting with a # it will do a getElementById look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.

style string | any <optional>

If a string, will be set directly as the elements style property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.

innerText string <optional>

If given, will be set directly as the elements innerText property value, replacing whatever was there before.

Since: 3.17.0

Extends


Members

<private> _alpha: number
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Description:

Private internal value. Holds the global alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.AlphaSingle#_alpha
Since: 3.0.0
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<private> _blendMode: number
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Description:

Private internal value. Holds the current blend mode.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.BlendMode#_blendMode
Since: 3.0.0
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<private> _depth: number
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Description:

Private internal value. Holds the depth of the Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Depth#_depth
Since: 3.0.0
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<private> _originComponent: boolean
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Description:

A property indicating that a Game Object has this component.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Origin#_originComponent
Since: 3.2.0
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<private> _rotation: number
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Description:

Private internal value. Holds the rotation value in radians.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#_rotation
Since: 3.0.0
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<private> _scaleX: number
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Description:

Private internal value. Holds the horizontal scale value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#_scaleX
Since: 3.0.0
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<private> _scaleY: number
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Description:

Private internal value. Holds the vertical scale value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#_scaleY
Since: 3.0.0
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<private> _visible: boolean
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Description:

Private internal value. Holds the visible value.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Visible#_visible
Since: 3.0.0
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active: boolean
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Description:

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

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.GameObject#active
Since: 3.0.0
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alpha: number
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Description:

The alpha value of the Game Object.

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

Type:
number
Inherited from: Phaser.GameObjects.Components.AlphaSingle#alpha
Since: 3.0.0
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angle: number
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Description:

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#angle
Since: 3.0.0
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blendMode: string | Phaser.BlendModes
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Description:

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

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

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

Type:
Inherited from: Phaser.GameObjects.Components.BlendMode#blendMode
Since: 3.0.0
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<nullable> body: MatterJS.BodyType | Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
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Description:

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#body
Since: 3.0.0
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Description:

A reference to the HTML Cache.

Type:
Since: 3.17.0
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cameraFilter: number
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Description:

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.GameObject#cameraFilter
Overrides: Phaser.GameObjects.GameObject#cameraFilter
Since: 3.0.0
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Description:

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.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#data
Since: 3.0.0
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depth: number
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Description:

The depth of this Game Object within the Scene.

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

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

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

Type:
number
Inherited from: Phaser.GameObjects.Components.Depth#depth
Since: 3.0.0
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<readonly> displayHeight: number
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Description:

The computed display height of this Game Object, based on the getBoundingClientRect DOM call.

The property height holds the un-scaled height of this DOM Element.

Type:
number
Since: 3.17.0
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Description:

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#displayList
Since: 3.50.0
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displayOriginX: number
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Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Origin#displayOriginX
Since: 3.0.0
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displayOriginY: number
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Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Origin#displayOriginY
Since: 3.0.0
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<readonly> displayWidth: number
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Description:

The computed display width of this Game Object, based on the getBoundingClientRect DOM call.

The property width holds the un-scaled width of this DOM Element.

Type:
number
Since: 3.17.0
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<private> handler: number
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Description:

Internal native event handler.

Type:
number
Since: 3.17.0
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<readonly> height: number
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Description:

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

For a DOM Element this property is read-only.

The property displayHeight holds the computed bounds of this DOM Element, factoring in scaling.

Type:
number
Since: 3.17.0
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ignoreDestroy: boolean
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Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.GameObject#ignoreDestroy
Since: 3.5.0
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Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#input
Since: 3.0.0
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name: string
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Description:

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

Type:
string
Default: ''
Inherited from: Phaser.GameObjects.GameObject#name
Since: 3.0.0
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node: Element
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Description:

The actual DOM Element that this Game Object is bound to. For example, if you've created a <div> then this property is a direct reference to that element within the dom.

Type:
Element
Since: 3.17.0
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originX: number
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Description:

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.

Type:
number
Default: 0.5
Inherited from: Phaser.GameObjects.Components.Origin#originX
Since: 3.0.0
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originY: number
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Description:

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.

Type:
number
Default: 0.5
Inherited from: Phaser.GameObjects.Components.Origin#originY
Since: 3.0.0
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parent: Element
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Description:

A reference to the parent DOM Container that the Game instance created when it started.

Type:
Element
Since: 3.17.0
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parentContainer: Phaser.GameObjects.Container
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Description:

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

Type:
Inherited from: Phaser.GameObjects.GameObject#parentContainer
Since: 3.4.0
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perspective: number
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Description:

The perspective CSS property value of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective

Changing this value changes it globally for all DOM Elements, as they all share the same parent container.

Type:
number
Since: 3.17.0
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renderFlags: number
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Description:

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

Type:
number
Default: 15
Inherited from: Phaser.GameObjects.GameObject#renderFlags
Overrides: Phaser.GameObjects.GameObject#renderFlags
Since: 3.0.0
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Description:

A Vector4 that contains the 3D rotation of this DOM Element around a fixed axis in 3D space.

All values in the Vector4 are treated as degrees, unless the rotate3dAngle property is changed.

For more details see the following MDN page:

https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d

Type:
Since: 3.17.0
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rotate3dAngle: string
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Description:

The unit that represents the 3D rotation values. By default this is deg for degrees, but can be changed to any supported unit. See this page for further details:

https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d

Type:
string
Since: 3.17.0
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rotation: number
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Description:

The angle of this Game Object in radians.

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

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

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#rotation
Since: 3.0.0
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scale: number
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Description:

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.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scale
Since: 3.18.0
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scaleX: number
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Description:

The horizontal scale of this Game Object.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scaleX
Since: 3.0.0
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scaleY: number
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Description:

The vertical scale of this Game Object.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scaleY
Since: 3.0.0
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scene: Phaser.Scene
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Description:

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Type:
Inherited from: Phaser.GameObjects.GameObject#scene
Since: 3.0.0
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scrollFactorX: number
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Description:

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.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
Since: 3.0.0
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scrollFactorY: number
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Description:

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.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
Since: 3.0.0
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skewX: number
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Description:

The angle, in radians, by which to skew the DOM Element on the horizontal axis.

https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Type:
number
Since: 3.17.0
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skewY: number
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Description:

The angle, in radians, by which to skew the DOM Element on the vertical axis.

https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Type:
number
Since: 3.17.0
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state: number | string
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Description:

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Type:
number | string
Inherited from: Phaser.GameObjects.GameObject#state
Since: 3.16.0
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tabIndex: number
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Description:

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

Type:
number
Default: -1
Inherited from: Phaser.GameObjects.GameObject#tabIndex
Since: 3.0.0
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transformOnly: boolean
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Description:

By default a DOM Element will have its transform, display, opacity, zIndex and blend mode properties updated when its rendered. If, for some reason, you don't want any of these changed other than the CSS transform, then set this flag to true. When true only the CSS Transform is applied and it's up to you to keep track of and set the other properties as required.

This can be handy if, for example, you've a nested DOM Element and you don't want the opacity to be picked-up by any of its children.

Type:
boolean
Since: 3.17.0
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type: string
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Description:

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

Type:
string
Inherited from: Phaser.GameObjects.GameObject#type
Since: 3.0.0
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visible: boolean
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Description:

The visible state of the Game Object.

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

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Visible#visible
Since: 3.0.0
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w: number
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Description:

The w position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#w
Since: 3.0.0
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<readonly> width: number
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Description:

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

For a DOM Element this property is read-only.

The property displayWidth holds the computed bounds of this DOM Element, factoring in scaling.

Type:
number
Since: 3.17.0
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x: number
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Description:

The x position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#x
Since: 3.0.0
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y: number
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Description:

The y position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#y
Since: 3.0.0
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z: number
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Description:

The z position of this Game Object.

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

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#z
Since: 3.0.0
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Methods

addListener(events)
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Description:

Adds one or more native DOM event listeners onto the underlying Element of this Game Object. The event is then dispatched via this Game Objects standard event emitter.

For example:

var div = this.add.dom(x, y, element);

div.addListener('click');

div.on('click', handler);

Parameters:

name type description
events string

The DOM event/s to listen for. You can specify multiple events by separating them with spaces.

Returns:
Description:

This DOM Element instance.

Overrides: Phaser.GameObjects.GameObject#addListener
Examples:
Since: 3.17.0
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addedToScene()
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Description:

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.

Inherited from: Phaser.GameObjects.GameObject#addedToScene
Examples:
Since: 3.50.0
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clearAlpha()
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Description:

Clears all alpha values associated with this Game Object.

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.AlphaSingle#clearAlpha
Examples:
Since: 3.0.0
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copyPosition(source)
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Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

name type description
source Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like

An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#copyPosition
Examples:
Since: 3.50.0
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createElement(tagName, [style], [innerText])
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Description:

Creates a native DOM Element, adds it to the parent DOM Container and then binds it to this Game Object, so you can control it. The tagName should be a string and is passed to document.createElement:

this.add.dom().createElement('div');

For more details on acceptable tag names see: https://developer.mozilla.org/en-US/docs/Web/API/Document/createElement

You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText value as well. Here is an example of a DOMString:

this.add.dom().createElement('div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

And using a style object:

var style = {
  'background-color': 'lime';
  'width': '200px';
  'height': '100px';
  'font': '48px Arial';
};

this.add.dom().createElement('div', style, 'Phaser');

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name type arguments description
tagName string

A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.

style string | any <optional>

Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.

innerText string <optional>

A DOMString that holds the text that will be set as the innerText of the created element.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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createFromCache(The, [tagName])
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Description:

Takes a block of html from the HTML Cache, that has previously been preloaded into the game, and then creates a DOM Element from it. The loaded HTML is set as the innerHTML property of the created element.

Assume the following html is stored in a file called loginform.html:

<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">

Which is loaded into your game using the cache key 'login':

this.load.html('login', 'assets/loginform.html');

You can create a DOM Element from it using the cache key:

this.add.dom().createFromCache('login');

The optional elementType argument controls the container that is created, into which the loaded html is inserted. The default is a plain div object, but any valid tagName can be given.

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name type arguments Default description
The string

key of the html cache entry to use for this DOM Element.

tagName string <optional> 'div'

The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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createFromHTML(A, [tagName])
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Description:

Takes a string of html and then creates a DOM Element from it. The HTML is set as the innerHTML property of the created element.

let form = `
<input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
<input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
`;

You can create a DOM Element from it using the string:

this.add.dom().createFromHTML(form);

The optional elementType argument controls the type of container that is created, into which the html is inserted. The default is a plain div object, but any valid tagName can be given.

If this Game Object already has an Element, it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created after this call.

Parameters:

name type arguments Default description
A string

string of html to be set as the innerHTML property of the created element.

tagName string <optional> 'div'

The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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destroy()
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Description:

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.

Inherited from: Phaser.GameObjects.GameObject#destroy
Examples:
Since: 3.0.0
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disableInteractive()
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Description:

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#disableInteractive
Examples:
Since: 3.7.0
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<private> dispatchNativeEvent(event)
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Description:

Internal event proxy to dispatch native DOM Events via this Game Object.

Parameters:

name type description
event any

The native DOM event.

Examples:
Since: 3.17.0
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emit(event, [args])
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Description:

Calls each of the listeners registered for a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

args * <optional>

Additional arguments that will be passed to the event handler.

Returns:
Description:

true if the event had listeners, else false.

Type:
  • boolean
Inherited from: Phaser.Events.EventEmitter#emit
Examples:
Since: 3.0.0
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eventNames()
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Description:

Return an array listing the events for which the emitter has registered listeners.

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Examples:
Since: 3.0.0
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getChildByID(id)
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Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a matching id. It then returns this child if found, or null if not.

Be aware that class and id names are case-sensitive.

Parameters:

name type description
id string

The id to search the children for.

Returns:
Description:

The first matching child DOM Element, or null if not found.

Type:
  • Element
Examples:
Since: 3.17.0
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getChildByName(name)
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Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a matching name. It then returns this child if found, or null if not.

Be aware that class and id names are case-sensitive.

Parameters:

name type description
name string

The name to search the children for.

Returns:
Description:

The first matching child DOM Element, or null if not found.

Type:
  • Element
Examples:
Since: 3.17.0
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getChildByProperty(property, value)
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Description:

Gets all children from this DOM Elements node, using querySelectorAll('*') and then iterates through them, looking for the first one that has a property matching the given key and value. It then returns this child if found, or null if not.

Parameters:

name type description
property string

The property to search the children for.

value string

The value the property must strictly equal.

Returns:
Description:

The first matching child DOM Element, or null if not found.

Type:
  • Element
Examples:
Since: 3.17.0
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getData(key)
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Description:

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

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

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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

This approach is useful for destructuring arrays in ES6.

Parameters:

name type description
key string | Array.<string>

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

Returns:
Description:

The value belonging to the given key, or an array of values, the order of which will match the input array.

Type:
  • *
Inherited from: Phaser.GameObjects.GameObject#getData
Examples:
Since: 3.0.0
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getIndexList()
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Description:

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

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

Returns:
Description:

An array of display list position indexes.

Type:
  • Array.
Inherited from: Phaser.GameObjects.GameObject#getIndexList
Examples:
Since: 3.4.0
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getLocalPoint(x, y, [point], [camera])
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Description:

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.

Parameters:

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.

Returns:
Description:

The translated point.

Inherited from: Phaser.GameObjects.Components.Transform#getLocalPoint
Examples:
Since: 3.50.0
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getLocalTransformMatrix([tempMatrix])
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Description:

Gets the local transform matrix for this Game Object.

Parameters:

name type arguments description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

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

Returns:
Description:

The populated Transform Matrix.

Inherited from: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Examples:
Since: 3.4.0
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getParentRotation()
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Description:

Gets the sum total rotation of all of this Game Objects parent Containers.

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

Returns:
Description:

The sum total rotation, in radians, of all parent containers of this Game Object.

Type:
  • number
Inherited from: Phaser.GameObjects.Components.Transform#getParentRotation
Examples:
Since: 3.18.0
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getWorldTransformMatrix([tempMatrix], [parentMatrix])
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Description:

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:

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.

Returns:
Description:

The populated Transform Matrix.

Inherited from: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Examples:
Since: 3.4.0
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<private> handleSceneEvent(sys)
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Description:

Handles a Scene Sleep and Wake event.

Parameters:

name type description
sys Phaser.Scenes.Systems

The Scene Systems.

Examples:
Since: 3.22.0
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incData(key, [data])
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Description:

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

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

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

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

Parameters:

name type arguments description
key string | object

The key to increase the value for.

data * <optional>

The value to increase for the given key.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#incData
Examples:
Since: 3.23.0
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listenerCount(event)
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Description:

Return the number of listeners listening to a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The number of listeners.

Type:
  • number
Inherited from: Phaser.Events.EventEmitter#listenerCount
Examples:
Since: 3.0.0
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listeners(event)
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Description:

Return the listeners registered for a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The registered listeners.

Type:
  • Array.
Inherited from: Phaser.Events.EventEmitter#listeners
Examples:
Since: 3.0.0
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off(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

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.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#off
Examples:
Since: 3.0.0
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on(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

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.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#on
Examples:
Since: 3.0.0
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once(event, fn, [context])
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Description:

Add a one-time listener for a given event.

Parameters:

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.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#once
Examples:
Since: 3.0.0
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<private> preDestroy()
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Description:

Handles the pre-destroy step for the DOM Element, which removes the underlying node from the DOM.

Examples:
Since: 3.17.0
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<private> preUpdate()
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Description:

Runs internal update tasks.

Examples:
Since: 3.17.0
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removeAllListeners([event])
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Description:

Remove all listeners, or those of the specified event.

Parameters:

name type arguments description
event string | symbol <optional>

The event name.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeAllListeners
Examples:
Since: 3.0.0
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removeElement()
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Description:

Removes the current DOM Element bound to this Game Object from the DOM entirely and resets the node property of this Game Object to be null.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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removeInteractive()
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Description:

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

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

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

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

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#removeInteractive
Examples:
Since: 3.7.0
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removeListener(events)
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Description:

Removes one or more native DOM event listeners from the underlying Element of this Game Object.

Parameters:

name type description
events string

The DOM event/s to stop listening for. You can specify multiple events by separating them with spaces.

Returns:
Description:

This DOM Element instance.

Overrides: Phaser.GameObjects.GameObject#removeListener
Examples:
Since: 3.17.0
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removedFromScene()
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Description:

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.

Inherited from: Phaser.GameObjects.GameObject#removedFromScene
Examples:
Since: 3.50.0
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<private> renderWebGL(renderer, src, camera, parentMatrix)
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Description:

Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Parameters:

name type description
renderer Phaser.Renderer.WebGL.WebGLRenderer

A reference to the current active renderer.

src Phaser.GameObjects.DOMElement

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix

This transform matrix is defined if the game object is nested

Examples:
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setActive(value)
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Description:

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:

name type description
value boolean

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setActive
Examples:
Since: 3.0.0
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setAlpha([value])
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Description:

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

Parameters:

name type arguments Default description
value number <optional> 1

The alpha value applied across the whole Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.AlphaSingle#setAlpha
Examples:
Since: 3.0.0
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setAngle([degrees])
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Description:

Sets the angle of this Game Object.

Parameters:

name type arguments description
degrees number <optional>

The rotation of this Game Object, in degrees.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setAngle
Examples:
Since: 3.0.0
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setBlendMode(value)
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Description:

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

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

Canvas has more available depending on browser support.

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

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

Parameters:

name type description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.BlendMode#setBlendMode
Examples:
Since: 3.0.0
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setClassName(className)
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Description:

Sets the className property of the DOM Element node and updates the internal sizes.

Parameters:

name type description
className string

A string representing the class or space-separated classes of the element.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setData(key, [data])
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Description:

Allows you to store a key value pair within this Game Objects Data Manager.

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

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

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

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

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

To get a value back again you can call getData:

sprite.getData('gold');

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

sprite.data.values.gold += 50;

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

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

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

Parameters:

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 argument is ignored.

data * <optional>

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setData
Examples:
Since: 3.0.0
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setDataEnabled()
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Description:

Adds a Data Manager component to this Game Object.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setDataEnabled
Examples:
Since: 3.0.0
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setDepth(value)
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Description:

The depth of this Game Object within the Scene.

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

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

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

Parameters:

name type description
value number

The depth of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Depth#setDepth
Examples:
Since: 3.0.0
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setDisplayOrigin([x], [y])
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Description:

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

Parameters:

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 x.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#setDisplayOrigin
Examples:
Since: 3.0.0
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setElement(element, [style], [innerText])
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Description:

Binds a new DOM Element to this Game Object. If this Game Object already has an Element it is removed from the DOM entirely first. Any event listeners you may have previously created will need to be re-created on the new element.

The element argument you pass to this method can be either a string tagName:

<h1 id="heading">Phaser</h1>

this.add.dom().setElement('heading');

Or a reference to an Element instance:

<h1 id="heading">Phaser</h1>

var h1 = document.getElementById('heading');

this.add.dom().setElement(h1);

You can also pass in a DOMString or style object to set the CSS on the created element, and an optional innerText value as well. Here is an example of a DOMString:

this.add.dom().setElement(h1, 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

And using a style object:

var style = {
  'background-color': 'lime';
  'width': '200px';
  'height': '100px';
  'font': '48px Arial';
};

this.add.dom().setElement(h1, style, 'Phaser');

Parameters:

name type arguments description
element string | Element

If a string it is passed to getElementById(), or it should be a reference to an existing Element.

style string | any <optional>

Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.

innerText string <optional>

A DOMString that holds the text that will be set as the innerText of the created element.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setHTML(html)
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Description:

Sets the innerHTML property of the DOM Element node and updates the internal sizes.

Parameters:

name type description
html string

A DOMString of html to be set as the innerHTML property of the element.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setInteractive([hitArea], [callback], [dropZone])
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Description:

Pass this Game Object to the Input Manager to enable it for Input.

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

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

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

Parameters:

name type 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?

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setInteractive
Examples:
sprite.setInteractive();
sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains);
graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains);
Since: 3.0.0
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setName(value)
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Description:

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:

name type description
value string

The name to be given to this Game Object.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setName
Examples:
Since: 3.0.0
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setOrigin([x], [y])
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Description:

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:

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 x.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#setOrigin
Examples:
Since: 3.0.0
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setOriginFromFrame()
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Description:

Sets the origin of this Game Object based on the Pivot values in its Frame.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Examples:
Since: 3.0.0
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setPerspective(value)
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Description:

Sets the perspective CSS property of the parent DOM Container. This determines the distance between the z=0 plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined by the value of this property.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective

Changing this value changes it globally for all DOM Elements, as they all share the same parent container.

Parameters:

name type description
value number

The perspective value, in pixels, that determines the distance between the z plane and the user.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setPosition([x], [y], [z], [w])
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Description:

Sets the position of this Game Object.

Parameters:

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 x value.

z number <optional> 0

The z position of this Game Object.

w number <optional> 0

The w position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setPosition
Examples:
Since: 3.0.0
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setRandomPosition([x], [y], [width], [height])
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Description:

Sets the position of this Game Object to be a random position within the confines of the given area.

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

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

Parameters:

name type arguments description
x number <optional>

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

y number <optional>

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

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setRandomPosition
Examples:
Since: 3.8.0
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setRotation([radians])
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Description:

Sets the rotation of this Game Object.

Parameters:

name type arguments description
radians number <optional>

The rotation of this Game Object, in radians.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setRotation
Examples:
Since: 3.0.0
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setScale(x, [y])
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Description:

Sets the scale of this Game Object.

Parameters:

name type arguments Default description
x number

The horizontal scale of this Game Object.

y number <optional> x

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setScale
Examples:
Since: 3.0.0
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setScrollFactor(x, [y])
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Description:

Sets the scroll factor of this Game Object.

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

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

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

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

Parameters:

name type arguments Default description
x number

The horizontal scroll factor of this Game Object.

y number <optional> x

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Examples:
Since: 3.0.0
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setSkew([x], [y])
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Description:

Sets the horizontal and vertical skew values of this DOM Element.

For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/transform

Parameters:

name type arguments Default description
x number <optional> 0

The angle, in radians, by which to skew the DOM Element on the horizontal axis.

y number <optional> x

The angle, in radians, by which to skew the DOM Element on the vertical axis.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setState(value)
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Description:

Sets the current state of this Game Object.

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

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

Parameters:

name type description
value number | string

The state of the Game Object.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setState
Examples:
Since: 3.16.0
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setText(text)
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Description:

Sets the innerText property of the DOM Element node and updates the internal sizes.

Note that only certain types of Elements can have innerText set on them.

Parameters:

name type description
text string

A DOMString representing the rendered text content of the element.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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setVisible(value)
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Description:

Sets the visibility of this Game Object.

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

Parameters:

name type description
value boolean

The visible state of the Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Visible#setVisible
Examples:
Since: 3.0.0
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setW([value])
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Description:

Sets the w position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The w position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setW
Examples:
Since: 3.0.0
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setX([value])
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Description:

Sets the x position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The x position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setX
Examples:
Since: 3.0.0
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setY([value])
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Description:

Sets the y position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The y position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setY
Examples:
Since: 3.0.0
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setZ([value])
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Description:

Sets the z position of this Game Object.

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

Parameters:

name type arguments description
value number <optional>

The z position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setZ
Examples:
Since: 3.0.0
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shutdown()
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Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Examples:
Since: 3.0.0
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toJSON()
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Description:

Returns a JSON representation of the Game Object.

Returns:
Description:

A JSON representation of the Game Object.

Inherited from: Phaser.GameObjects.GameObject#toJSON
Examples:
Since: 3.0.0
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toggleData(key)
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Description:

Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

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

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

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

Parameters:

name type description
key string | object

The key to toggle the value for.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#toggleData
Examples:
Since: 3.23.0
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update([args])
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Description:

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:

name type arguments description
args * <optional>

args

Inherited from: Phaser.GameObjects.GameObject#update
Examples:
Since: 3.0.0
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updateDisplayOrigin()
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Description:

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Examples:
Since: 3.0.0
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updateSize()
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Description:

Internal method that calls getBoundingClientRect on the node and then sets the bounds width and height into the displayWidth and displayHeight properties, and the clientWidth and clientHeight values into the width and height properties respectively.

This is called automatically whenever a new element is created or set.

Returns:
Description:

This DOM Element instance.

Examples:
Since: 3.17.0
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willRender()
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Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not.

DOMElements always return true as they need to still set values during the render pass, even if not visible.

Returns:
Description:

true if the Game Object should be rendered, otherwise false.

Type:
  • boolean
Overrides: Phaser.GameObjects.GameObject#willRender
Examples:
Since: 3.17.0
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