Phaser API Documentation

  Version: 
Filter

A 2D point light.

These are typically created by a Phaser.GameObjects.LightsManager, available from within a scene via this.lights.

Any Game Objects using the Light2D pipeline will then be affected by these Lights as long as they have a normal map.

They can also simply be used to represent a point light for your own purposes.

Constructor:

new Light(x, y, radius, r, g, b, intensity)

Parameters:

name type description
x number

The horizontal position of the light.

y number

The vertical position of the light.

radius number

The radius of the light.

r number

The red color of the light. A value between 0 and 1.

g number

The green color of the light. A value between 0 and 1.

b number

The blue color of the light. A value between 0 and 1.

intensity number

The intensity of the light.

Since: 3.0.0

Extends


Members

<static, constant> RENDER_MASK: number
Focus
Focus

Description:

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

Type:
number
Since: 3.0.0
Focus
Focus
<private> _diameter: number
Focus
Focus

Description:

The internal diameter of the circle.

Type:
number
Inherited from: Phaser.Geom.Circle#_diameter
Since: 3.0.0
Source: src/geom/circle/Circle.js (Line 82)
Focus
Focus
<private> _radius: number
Focus
Focus

Description:

The internal radius of the circle.

Type:
number
Inherited from: Phaser.Geom.Circle#_radius
Since: 3.0.0
Source: src/geom/circle/Circle.js (Line 72)
Focus
Focus
<private> _visible: boolean
Focus
Focus

Description:

Private internal value. Holds the visible value.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Visible#_visible
Since: 3.0.0
Focus
Focus
bottom: number
Focus
Focus

Description:

The bottom position of the Circle.

Type:
number
Inherited from: Phaser.Geom.Circle#bottom
Since: 3.0.0
Focus
Focus

Description:

The color of the light.

Type:
Since: 3.50.0
Focus
Focus
diameter: number
Focus
Focus

Description:

The diameter of the Circle.

Type:
number
Inherited from: Phaser.Geom.Circle#diameter
Since: 3.0.0
Focus
Focus
intensity: number
Focus
Focus

Description:

The intensity of the light.

Type:
number
Since: 3.50.0
Focus
Focus
left: number
Focus
Focus

Description:

The left position of the Circle.

Type:
number
Inherited from: Phaser.Geom.Circle#left
Since: 3.0.0
Focus
Focus
radius: number
Focus
Focus

Description:

The radius of the Circle.

Type:
number
Inherited from: Phaser.Geom.Circle#radius
Since: 3.0.0
Focus
Focus
scrollFactorX: number
Focus
Focus

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
Focus
Focus
scrollFactorY: number
Focus
Focus

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
Focus
Focus
top: number
Focus
Focus

Description:

The top position of the Circle.

Type:
number
Inherited from: Phaser.Geom.Circle#top
Since: 3.0.0
Focus
Focus
<readonly> type: number
Focus
Focus

Description:

The geometry constant type of this object: GEOM_CONST.CIRCLE. Used for fast type comparisons.

Type:
number
Inherited from: Phaser.Geom.Circle#type
Since: 3.19.0
Source: src/geom/circle/Circle.js (Line 41)
Focus
Focus
visible: boolean
Focus
Focus

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
Focus
Focus
x: number
Focus
Focus

Description:

The x position of the center of the circle.

Type:
number
Default: 0
Inherited from: Phaser.Geom.Circle#x
Since: 3.0.0
Source: src/geom/circle/Circle.js (Line 52)
Focus
Focus
y: number
Focus
Focus

Description:

The y position of the center of the circle.

Type:
number
Default: 0
Inherited from: Phaser.Geom.Circle#y
Since: 3.0.0
Source: src/geom/circle/Circle.js (Line 62)
Focus
Focus

Methods

contains(x, y)
Focus
Focus

Description:

Check to see if the Circle contains the given x / y coordinates.

Parameters:

name type description
x number

The x coordinate to check within the circle.

y number

The y coordinate to check within the circle.

Returns:
Description:

True if the coordinates are within the circle, otherwise false.

Type:
  • boolean
Inherited from: Phaser.Geom.Circle#contains
Since: 3.0.0
Source: src/geom/circle/Circle.js (Line 93)
Focus
Focus
getPoint(position, [out])
Focus
Focus

Description:

Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.

Parameters:

name type arguments description
position number

A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.

out object | Phaser.Geom.Point <optional>

An object to store the return values in. If not given a Point object will be created.

Returns:
Description:

A Point, or point-like object, containing the coordinates of the point around the circle.

Type:
Inherited from: Phaser.Geom.Circle#getPoint
Since: 3.0.0
Focus
Focus
getPoints(quantity, [stepRate], [output])
Focus
Focus

Description:

Returns an array of Point objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.

Parameters:

name type arguments description
quantity number

The amount of points to return. If a falsey value the quantity will be derived from the stepRate instead.

stepRate number <optional>

Sets the quantity by getting the circumference of the circle and dividing it by the stepRate.

output array | Array.<Phaser.Geom.Point> <optional>

An array to insert the points in to. If not provided a new array will be created.

Returns:
Description:

An array of Point objects pertaining to the points around the circumference of the circle.

Type:
Inherited from: Phaser.Geom.Circle#getPoints
Since: 3.0.0
Focus
Focus
getRandomPoint([point])
Focus
Focus

Description:

Returns a uniformly distributed random point from anywhere within the Circle.

Parameters:

name type arguments description
point object | Phaser.Geom.Point <optional>

A Point or point-like object to set the random x and y values in.

Returns:
Description:

A Point object with the random values set in the x and y properties.

Type:
Inherited from: Phaser.Geom.Circle#getRandomPoint
Since: 3.0.0
Focus
Focus
isEmpty()
Focus
Focus

Description:

Checks to see if the Circle is empty: has a radius of zero.

Returns:
Description:

True if the Circle is empty, otherwise false.

Type:
  • boolean
Inherited from: Phaser.Geom.Circle#isEmpty
Since: 3.0.0
Focus
Focus
setColor(rgb)
Focus
Focus

Description:

Set the color of the light from a single integer RGB value.

Parameters:

name type description
rgb number

The integer RGB color of the light.

Returns:
Description:

This Light object.

Since: 3.0.0
Focus
Focus
setEmpty()
Focus
Focus

Description:

Sets this Circle to be empty with a radius of zero. Does not change its position.

Returns:
Description:

This Circle object.

Inherited from: Phaser.Geom.Circle#setEmpty
Since: 3.0.0
Focus
Focus
setIntensity(intensity)
Focus
Focus

Description:

Set the intensity of the light.

Parameters:

name type description
intensity number

The intensity of the light.

Returns:
Description:

This Light object.

Since: 3.0.0
Focus
Focus
setPosition([x], [y])
Focus
Focus

Description:

Sets the position of this Circle.

Parameters:

name type arguments description
x number <optional>

The x position of the center of the circle.

y number <optional>

The y position of the center of the circle.

Returns:
Description:

This Circle object.

Inherited from: Phaser.Geom.Circle#setPosition
Since: 3.0.0
Focus
Focus
setRadius(radius)
Focus
Focus

Description:

Set the radius of the light.

Parameters:

name type description
radius number

The radius of the light.

Returns:
Description:

This Light object.

Since: 3.0.0
Focus
Focus
setScrollFactor(x, [y])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setTo([x], [y], [radius])
Focus
Focus

Description:

Sets the x, y and radius of this circle.

Parameters:

name type arguments description
x number <optional>

The x position of the center of the circle.

y number <optional>

The y position of the center of the circle.

radius number <optional>

The radius of the circle.

Returns:
Description:

This Circle object.

Inherited from: Phaser.Geom.Circle#setTo
Since: 3.0.0
Focus
Focus
setVisible(value)
Focus
Focus

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
Since: 3.0.0
Focus
Focus
willRender(camera)
Focus
Focus

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:

name type description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Returns:
Description:

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

Type:
  • boolean
Since: 3.50.0
Focus
Focus