Phaser API Documentation

  Version: 
Filter

A PathFollower Game Object.

A PathFollower is a Sprite Game Object with some extra helpers to allow it to follow a Path automatically.

Anything you can do with a standard Sprite can be done with this PathFollower, such as animate it, tint it, scale it and so on.

PathFollowers are bound to a single Path at any one time and can traverse the length of the Path, from start to finish, forwards or backwards, or from any given point on the Path to its end. They can optionally rotate to face the direction of the path, be offset from the path coordinates or rotate independently of the Path.

Constructor:

new PathFollower(scene, path, x, y, texture, [frame])

Parameters:

name type arguments description
scene Phaser.Scene

The Scene to which this PathFollower belongs.

path Phaser.Curves.Path

The Path this PathFollower is following. It can only follow one Path at a time.

x number

The horizontal position of this Game Object in the world.

y number

The vertical position of this Game Object in the world.

texture string | Phaser.Textures.Texture

The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.

frame string | number <optional>

An optional frame from the Texture this Game Object is rendering with.

Since: 3.0.0

Extends


Members

<private> _alpha: number
Focus
Focus

Description:

Private internal value. Holds the global alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alpha
Since: 3.0.0
Focus
Focus
<private> _alphaBL: number
Focus
Focus

Description:

Private internal value. Holds the bottom-left alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaBL
Since: 3.0.0
Focus
Focus
<private> _alphaBR: number
Focus
Focus

Description:

Private internal value. Holds the bottom-right alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaBR
Since: 3.0.0
Focus
Focus
<private> _alphaTL: number
Focus
Focus

Description:

Private internal value. Holds the top-left alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaTL
Since: 3.0.0
Focus
Focus
<private> _alphaTR: number
Focus
Focus

Description:

Private internal value. Holds the top-right alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaTR
Since: 3.0.0
Focus
Focus
<private> _blendMode: number
Focus
Focus

Description:

Private internal value. Holds the current blend mode.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.BlendMode#_blendMode
Since: 3.0.0
Focus
Focus
<private> _crop: object
Focus
Focus

Description:

The internal crop data object, as used by setCrop and passed to the Frame.setCropUVs method.

Type:
object
Inherited from: Phaser.GameObjects.Sprite#_crop
Since: 3.11.0
Focus
Focus
<private> _depth: number
Focus
Focus

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
Focus
Focus
<private> _originComponent: boolean
Focus
Focus

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
Focus
Focus
<private> _prevDirection: number
Focus
Focus

Description:

Records the direction of the follower so it can change direction.

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

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
Focus
Focus
<private> _scaleX: number
Focus
Focus

Description:

Private internal value. Holds the horizontal scale value.

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

Description:

Private internal value. Holds the vertical scale value.

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

Description:

A property indicating that a Game Object has this component.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Size#_sizeComponent
Since: 3.2.0
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
active: boolean
Focus
Focus

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
Focus
Focus
alpha: number
Focus
Focus

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.Alpha#alpha
Since: 3.0.0
Focus
Focus
Only webGL alphaBottomLeft: number
Focus
Focus

Description:

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaBottomLeft
Since: 3.0.0
Focus
Focus
Only webGL alphaBottomRight: number
Focus
Focus

Description:

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaBottomRight
Since: 3.0.0
Focus
Focus
Only webGL alphaTopLeft: number
Focus
Focus

Description:

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaTopLeft
Since: 3.0.0
Focus
Focus
Only webGL alphaTopRight: number
Focus
Focus

Description:

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaTopRight
Since: 3.0.0
Focus
Focus
angle: number
Focus
Focus

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
Focus
Focus

Description:

The Animation State component of this Sprite.

This component provides features to apply animations to this Sprite. It is responsible for playing, loading, queuing animations for later playback, mixing between animations and setting the current animation frame to this Sprite.

Type:
Inherited from: Phaser.GameObjects.Sprite#anims
Since: 3.0.0
Focus
Focus
blendMode: string | Phaser.BlendModes
Focus
Focus

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
Focus
Focus
<nullable> body: MatterJS.BodyType | Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
Focus
Focus

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
Focus
Focus
cameraFilter: number
Focus
Focus

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
Since: 3.0.0
Focus
Focus

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
Focus
Focus
Only webGL defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
Focus
Focus

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Type:
Default: null
Inherited from: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Since: 3.0.0
Focus
Focus
depth: number
Focus
Focus

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
Focus
Focus
displayHeight: number
Focus
Focus

Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#displayHeight
Since: 3.0.0
Focus
Focus

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
Focus
Focus
displayOriginX: number
Focus
Focus

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
Focus
Focus
displayOriginY: number
Focus
Focus

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
Focus
Focus
displayWidth: number
Focus
Focus

Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#displayWidth
Since: 3.0.0
Focus
Focus
flipX: boolean
Focus
Focus

Description:

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.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.Flip#flipX
Since: 3.0.0
Focus
Focus
flipY: boolean
Focus
Focus

Description:

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.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.Flip#flipY
Since: 3.0.0
Focus
Focus

Description:

The Texture Frame this Game Object is using to render with.

Type:
Inherited from: Phaser.GameObjects.Components.TextureCrop#frame
Since: 3.0.0
Focus
Focus
Only webGL hasPostPipeline: boolean
Focus
Focus

Description:

Does this Game Object have any Post Pipelines set?

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#hasPostPipeline
Since: 3.50.0
Focus
Focus
height: number
Focus
Focus

Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#height
Since: 3.0.0
Focus
Focus
ignoreDestroy: boolean
Focus
Focus

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
Focus
Focus

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
Focus
Focus
isCropped: boolean
Focus
Focus

Description:

A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after setCrop has been called, to turn cropping on or off. Equally, calling setCrop with no arguments will reset the crop and disable it.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.TextureCrop#isCropped
Since: 3.11.0
Focus
Focus
Only webGL <readonly> isTinted: boolean
Focus
Focus

Description:

Does this Game Object have a tint applied?

It checks to see if the 4 tint properties are set to the value 0xffffff and that the tintFill property is false. This indicates that a Game Object isn't tinted.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Tint#isTinted
Since: 3.11.0
Focus
Focus
name: string
Focus
Focus

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
Focus
Focus
originX: number
Focus
Focus

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
Focus
Focus
originY: number
Focus
Focus

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
Focus
Focus
parentContainer: Phaser.GameObjects.Container
Focus
Focus

Description:

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

Type:
Inherited from: Phaser.GameObjects.GameObject#parentContainer
Since: 3.4.0
Focus
Focus

Description:

The Path this PathFollower is following. It can only follow one Path at a time.

Type:
Inherited from: Phaser.GameObjects.Components.PathFollower#path
Since: 3.0.0
Focus
Focus

Description:

Settings for the PathFollower.

Type:
Default: null
Since: 3.0.0
Focus
Focus
pathDelta: Phaser.Math.Vector2
Focus
Focus

Description:

The distance the follower has traveled from the previous point to the current one, at the last update.

Type:
Since: 3.23.0
Focus
Focus
pathOffset: Phaser.Math.Vector2
Focus
Focus

Description:

An additional vector to add to the PathFollowers position, allowing you to offset it from the Path coordinates.

Type:
Since: 3.0.0
Focus
Focus
pathRotationOffset: number
Focus
Focus

Description:

If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath) this value is added to the rotation value. This allows you to rotate objects to a path but control the angle of the rotation as well.

Type:
number
Default: 0
Since: 3.0.0
Focus
Focus
pathTween: Phaser.Tweens.Tween
Focus
Focus

Description:

The Tween used for following the Path.

Type:
Since: 3.0.0
Focus
Focus
pathVector: Phaser.Math.Vector2
Focus
Focus

Description:

A Vector2 that stores the current point of the path the follower is on.

Type:
Since: 3.0.0
Focus
Focus

Description:

The current WebGL pipeline of this Game Object.

Type:
Default: null
Inherited from: Phaser.GameObjects.Components.Pipeline#pipeline
Since: 3.0.0
Focus
Focus
Only webGL pipelineData: object
Focus
Focus

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Type:
object
Inherited from: Phaser.GameObjects.Components.Pipeline#pipelineData
Since: 3.50.0
Focus
Focus
Only webGL postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
Focus
Focus

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Type:
Inherited from: Phaser.GameObjects.Components.Pipeline#postPipelines
Since: 3.50.0
Focus
Focus
renderFlags: number
Focus
Focus

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
Since: 3.0.0
Focus
Focus
rotateToPath: boolean
Focus
Focus

Description:

Should the PathFollower automatically rotate to point in the direction of the Path?

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.PathFollower#rotateToPath
Since: 3.0.0
Focus
Focus
rotation: number
Focus
Focus

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
Focus
Focus
scale: number
Focus
Focus

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
Focus
Focus
scaleX: number
Focus
Focus

Description:

The horizontal scale of this Game Object.

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

Description:

The vertical scale of this Game Object.

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

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
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
state: number | string
Focus
Focus

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
Focus
Focus
tabIndex: number
Focus
Focus

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
Focus
Focus

Description:

The Texture this Game Object is using to render with.

Type:
Inherited from: Phaser.GameObjects.Components.TextureCrop#texture
Since: 3.0.0
Focus
Focus
Only webGL tint: number
Focus
Focus

Description:

The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties tintTopLeft etc to read the current tint value.

Type:
number
Inherited from: Phaser.GameObjects.Components.Tint#tint
Since: 3.0.0
Focus
Focus
tintBottomLeft: number
Focus
Focus

Description:

The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintBottomLeft
Since: 3.0.0
Focus
Focus
tintBottomRight: number
Focus
Focus

Description:

The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintBottomRight
Since: 3.0.0
Focus
Focus
tintFill: boolean
Focus
Focus

Description:

The tint fill mode.

false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.Tint#tintFill
Since: 3.11.0
Focus
Focus
tintTopLeft: number
Focus
Focus

Description:

The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintTopLeft
Since: 3.0.0
Focus
Focus
tintTopRight: number
Focus
Focus

Description:

The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintTopRight
Since: 3.0.0
Focus
Focus
type: string
Focus
Focus

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
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
w: number
Focus
Focus

Description:

The w position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#w
Since: 3.0.0
Focus
Focus
width: number
Focus
Focus

Description:

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.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#width
Since: 3.0.0
Focus
Focus
x: number
Focus
Focus

Description:

The x position of this Game Object.

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

Description:

The y position of this Game Object.

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

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
Focus
Focus

Methods

addListener(event, fn, [context])
Focus
Focus

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#addListener
Since: 3.0.0
Focus
Focus
addToDisplayList([displayList])
Focus
Focus

Description:

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.

Parameters:

name type arguments description
displayList Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer <optional>

The Display List to add to. Defaults to the Scene Display List.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#addToDisplayList
Since: 3.53.0
Focus
Focus
addToUpdateList()
Focus
Focus

Description:

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.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#addToUpdateList
Since: 3.53.0
Focus
Focus
addedToScene()
Focus
Focus

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
Since: 3.50.0
Focus
Focus
chain(key)
Focus
Focus

Description:

Sets an animation, or an array of animations, to be played immediately after the current one completes or stops.

The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have the stop method called directly on it.

An animation set to repeat forever will never enter a completed state.

You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its animationcomplete event).

Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the animation they're playing.

Call this method with no arguments to reset all currently chained animations.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Parameters:

name type description
key string | Array.<string> | Phaser.Animations.Animation | Array.<Phaser.Animations.Animation> | Phaser.Types.Animations.PlayAnimationConfig | Array.<Phaser.Types.Animations.PlayAnimationConfig>

The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object, or an array of them.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Sprite#chain
Since: 3.50.0
Focus
Focus
clearAlpha()
Focus
Focus

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.Alpha#clearAlpha
Since: 3.0.0
Focus
Focus
clearMask([destroyMask])
Focus
Focus

Description:

Clears the mask that this Game Object was using.

Parameters:

name type arguments Default description
destroyMask boolean <optional> false

Destroy the mask before clearing it?

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Mask#clearMask
Since: 3.6.2
Focus
Focus
Only webGL clearTint()
Focus
Focus

Description:

Clears all tint values associated with this Game Object.

Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Tint#clearTint
Since: 3.0.0
Focus
Focus
copyPosition(source)
Focus
Focus

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
Since: 3.50.0
Focus
Focus
createBitmapMask([renderable])
Focus
Focus

Description:

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.

Parameters:

name type arguments description
renderable Phaser.GameObjects.GameObject <optional>

A renderable Game Object that uses a texture, such as a Sprite.

Returns:
Description:

This Bitmap Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createBitmapMask
Since: 3.6.2
Focus
Focus
createGeometryMask([graphics])
Focus
Focus

Description:

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Parameters:

name type arguments description
graphics Phaser.GameObjects.Graphics <optional>

A Graphics Game Object. The geometry within it will be used as the mask.

Returns:
Description:

This Geometry Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createGeometryMask
Since: 3.6.2
Focus
Focus
destroy([fromScene])
Focus
Focus

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.

Parameters:

name type arguments Default description
fromScene boolean <optional> false

True if this Game Object is being destroyed by the Scene, false if not.

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

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
Since: 3.7.0
Focus
Focus
emit(event, [args])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
eventNames()
Focus
Focus

Description:

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

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Since: 3.0.0
Focus
Focus
getBottomCenter([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomCenter
Since: 3.18.0
Focus
Focus
getBottomLeft([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomLeft
Since: 3.0.0
Focus
Focus
getBottomRight([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomRight
Since: 3.0.0
Focus
Focus
getBounds([output])
Focus
Focus

Description:

Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

Parameters:

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.

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBounds
Since: 3.0.0
Focus
Focus
getCenter([output])
Focus
Focus

Description:

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

Parameters:

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.

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getCenter
Since: 3.0.0
Focus
Focus
getData(key)
Focus
Focus

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
Since: 3.0.0
Focus
Focus
getIndexList()
Focus
Focus

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.<number>
Inherited from: Phaser.GameObjects.GameObject#getIndexList
Since: 3.4.0
Focus
Focus
getLeftCenter([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getLeftCenter
Since: 3.18.0
Focus
Focus
getLocalPoint(x, y, [point], [camera])
Focus
Focus

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
Since: 3.50.0
Focus
Focus
getLocalTransformMatrix([tempMatrix])
Focus
Focus

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
Since: 3.4.0
Focus
Focus
getParentRotation()
Focus
Focus

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
Since: 3.18.0
Focus
Focus
Only webGL getPipelineName()
Focus
Focus

Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

Returns:
Description:

The string-based name of the pipeline being used by this Game Object.

Type:
  • string
Inherited from: Phaser.GameObjects.Components.Pipeline#getPipelineName
Since: 3.0.0
Focus
Focus
Only webGL getPostPipeline(pipeline)
Focus
Focus

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Parameters:

name type description
pipeline string | function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Returns:
Description:

The Post Pipeline/s matching the name, or undefined if no match. If more than one match they are returned in an array.

Inherited from: Phaser.GameObjects.Components.Pipeline#getPostPipeline
Since: 3.50.0
Focus
Focus
getRightCenter([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getRightCenter
Since: 3.18.0
Focus
Focus
getTopCenter([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopCenter
Since: 3.18.0
Focus
Focus
getTopLeft([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopLeft
Since: 3.0.0
Focus
Focus
getTopRight([output], [includeParent])
Focus
Focus

Description:

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

Parameters:

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopRight
Since: 3.0.0
Focus
Focus
getWorldTransformMatrix([tempMatrix], [parentMatrix])
Focus
Focus

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
Since: 3.4.0
Focus
Focus
incData(key, [data])
Focus
Focus

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
Since: 3.23.0
Focus
Focus
Only webGL initPipeline(pipeline)
Focus
Focus

Description:

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Parameters:

name type description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline

Either the string-based name of the pipeline, or a pipeline instance to set.

Returns:
Description:

true if the pipeline was set successfully, otherwise false.

Type:
  • boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#initPipeline
Since: 3.0.0
Focus
Focus
isFollowing()
Focus
Focus

Description:

Is this PathFollower actively following a Path or not?

To be considered as isFollowing it must be currently moving on a Path, and not paused.

Returns:
Description:

true is this PathFollower is actively following a Path, otherwise false.

Type:
  • boolean
Inherited from: Phaser.GameObjects.Components.PathFollower#isFollowing
Since: 3.0.0
Focus
Focus
listenerCount(event)
Focus
Focus

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
Since: 3.0.0
Focus
Focus
listeners(event)
Focus
Focus

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.<function()>
Inherited from: Phaser.Events.EventEmitter#listeners
Since: 3.0.0
Focus
Focus
off(event, [fn], [context], [once])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
on(event, fn, [context])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
once(event, fn, [context])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
pathUpdate()
Focus
Focus

Description:

Internal update handler that advances this PathFollower along the path.

Called automatically by the Scene step, should not typically be called directly.

Inherited from: Phaser.GameObjects.Components.PathFollower#pathUpdate
Since: 3.17.0
Focus
Focus
pauseFollow()
Focus
Focus

Description:

Pauses this PathFollower. It will still continue to render, but it will remain motionless at the point on the Path at which you paused it.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PathFollower#pauseFollow
Since: 3.3.0
Focus
Focus
play(key, [ignoreIfPlaying])
Focus
Focus

Description:

Start playing the given animation on this Sprite.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).play('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

name type arguments Default description
key string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig

The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

ignoreIfPlaying boolean <optional> false

If an animation is already playing then ignore this call.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Sprite#play
Since: 3.0.0
Focus
Focus
playAfterDelay(key, delay)
Focus
Focus

Description:

Waits for the specified delay, in milliseconds, then starts playback of the given animation.

If the animation also has a delay value set in its config, it will be added to the delay given here.

If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.

If no animation is currently running, the given one begins after the delay.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Prior to Phaser 3.50 this method was called 'delayedPlay'.

Parameters:

name type description
key string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig

The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

delay number

The delay, in milliseconds, to wait before starting the animation playing.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Sprite#playAfterDelay
Since: 3.50.0
Focus
Focus
playAfterRepeat(key, [repeatCount])
Focus
Focus

Description:

Waits for the current animation to complete the repeatCount number of repeat cycles, then starts playback of the given animation.

You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.

If no animation is currently running, the given one will start immediately.

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

Parameters:

name type arguments Default description
key string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig

The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

repeatCount number <optional> 1

How many times should the animation repeat before the next one starts?

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Sprite#playAfterRepeat
Since: 3.50.0
Focus
Focus
playReverse(key, [ignoreIfPlaying])
Focus
Focus

Description:

Start playing the given animation on this Sprite, in reverse.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).playReverse('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

name type arguments Default description
key string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig

The string-based key of the animation to play, or an Animation instance, or a PlayAnimationConfig object.

ignoreIfPlaying boolean <optional> false

If an animation is already playing then ignore this call.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Sprite#playReverse
Since: 3.50.0
Focus
Focus
<private> preDestroy()
Focus
Focus

Description:

Handles the pre-destroy step for the Sprite, which removes the Animation component.

Inherited from: Phaser.GameObjects.Sprite#preDestroy
Since: 3.14.0
Focus
Focus
<protected> preUpdate(time, delta)
Focus
Focus

Description:

Internal update handler that advances this PathFollower along the path.

Called automatically by the Scene step, should not typically be called directly.

Parameters:

name type description
time number

The current timestamp as generated by the Request Animation Frame or SetTimeout.

delta number

The delta time, in ms, elapsed since the last frame.

Overrides: Phaser.GameObjects.Sprite#preUpdate
Since: 3.0.0
Focus
Focus
<private> prepareBoundsOutput(output, [includeParent])
Focus
Focus

Description:

Processes the bounds output vector before returning it.

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2

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?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput
Since: 3.18.0
Focus
Focus
removeAllListeners([event])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
removeFromDisplayList()
Focus
Focus

Description:

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.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#removeFromDisplayList
Since: 3.53.0
Focus
Focus
removeFromUpdateList()
Focus
Focus

Description:

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.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#removeFromUpdateList
Since: 3.53.0
Focus
Focus
removeInteractive()
Focus
Focus

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
Since: 3.7.0
Focus
Focus
removeListener(event, [fn], [context], [once])
Focus
Focus

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#removeListener
Since: 3.0.0
Focus
Focus
Only webGL removePostPipeline(pipeline)
Focus
Focus

Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Parameters:

name type description
pipeline string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.Pipeline#removePostPipeline
Since: 3.50.0
Focus
Focus
removedFromScene()
Focus
Focus

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
Since: 3.50.0
Focus
Focus
<private> renderCanvas(renderer, src, camera, parentMatrix)
Focus
Focus

Description:

Renders this Game Object with the Canvas 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.Canvas.CanvasRenderer

A reference to the current active Canvas renderer.

src Phaser.GameObjects.Sprite

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

Inherited from: Phaser.GameObjects.Sprite#renderCanvas
Focus
Focus
<private> renderWebGL(renderer, src, camera, parentMatrix)
Focus
Focus

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 WebGL renderer.

src Phaser.GameObjects.Sprite

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

Inherited from: Phaser.GameObjects.Sprite#renderWebGL
Since: 3.0.0
Focus
Focus
<private> resetCropObject()
Focus
Focus

Description:

Internal method that returns a blank, well-formed crop object for use by a Game Object.

Returns:
Description:

The crop object.

Type:
  • object
Inherited from: Phaser.GameObjects.Components.TextureCrop#resetCropObject
Since: 3.12.0
Focus
Focus
resetFlip()
Focus
Focus

Description:

Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#resetFlip
Since: 3.0.0
Focus
Focus
Only webGL resetPipeline([resetPostPipelines], [resetData])
Focus
Focus

Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Parameters:

name type arguments Default description
resetPostPipelines boolean <optional> false

Reset all of the post pipelines?

resetData boolean <optional> false

Reset the pipelineData object to being an empty object?

Returns:
Description:

true if the pipeline was reset successfully, otherwise false.

Type:
  • boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#resetPipeline
Since: 3.0.0
Focus
Focus
Only webGL resetPostPipeline([resetData])
Focus
Focus

Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Parameters:

name type arguments Default description
resetData boolean <optional> false

Reset the pipelineData object to being an empty object?

Inherited from: Phaser.GameObjects.Components.Pipeline#resetPostPipeline
Since: 3.50.0
Focus
Focus
resumeFollow()
Focus
Focus

Description:

Resumes a previously paused PathFollower.

If the PathFollower was not paused this has no effect.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PathFollower#resumeFollow
Since: 3.3.0
Focus
Focus
setActive(value)
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])
Focus
Focus

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.

If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

Parameters:

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.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Alpha#setAlpha
Since: 3.0.0
Focus
Focus
setAngle([degrees])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setBlendMode(value)
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setCrop([x], [y], [width], [height])
Focus
Focus

Description:

Applies a crop to a texture based Game Object, such as a Sprite or Image.

The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.

The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call setCrop(0, 0, 400, 600).

It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.

You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.

You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.

Parameters:

name type arguments description
x number | Phaser.Geom.Rectangle <optional>

The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.

y number <optional>

The y coordinate to start the crop from.

width number <optional>

The width of the crop rectangle in pixels.

height number <optional>

The height of the crop rectangle in pixels.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.TextureCrop#setCrop
Since: 3.11.0
Focus
Focus
setData(key, [data])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setDataEnabled()
Focus
Focus

Description:

Adds a Data Manager component to this Game Object.

Returns:
Description:

This GameObject.

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

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

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
Since: 3.0.0
Focus
Focus
setDisplaySize(width, height)
Focus
Focus

Description:

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:

name type description
width number

The width of this Game Object.

height number

The height of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Size#setDisplaySize
Since: 3.0.0
Focus
Focus
setFlip(x, y)
Focus
Focus

Description:

Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name type description
x boolean

The horizontal flipped state. false for no flip, or true to be flipped.

y boolean

The horizontal flipped state. false for no flip, or true to be flipped.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#setFlip
Since: 3.0.0
Focus
Focus
setFlipX(value)
Focus
Focus

Description:

Sets the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name type description
value boolean

The flipped state. false for no flip, or true to be flipped.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#setFlipX
Since: 3.0.0
Focus
Focus
setFlipY(value)
Focus
Focus

Description:

Sets the vertical flipped state of this Game Object.

Parameters:

name type description
value boolean

The flipped state. false for no flip, or true to be flipped.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#setFlipY
Since: 3.0.0
Focus
Focus
setFrame(frame, [updateSize], [updateOrigin])
Focus
Focus

Description:

Sets the frame this Game Object will use to render with.

The Frame has to belong to the current Texture being used.

It can be either a string or an index.

Calling setFrame will modify the width and height properties of your Game Object. It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:

name type arguments Default description
frame string | number

The name or index of the frame within the Texture.

updateSize boolean <optional> true

Should this call adjust the size of the Game Object?

updateOrigin boolean <optional> true

Should this call adjust the origin of the Game Object?

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.TextureCrop#setFrame
Since: 3.0.0
Focus
Focus
setInteractive([hitArea], [callback], [dropZone])
Focus
Focus

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
Focus
Focus
setMask(mask)
Focus
Focus

Description:

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:

name type description
mask Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

The mask this Game Object will use when rendering.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Mask#setMask
Since: 3.6.2
Focus
Focus
setName(value)
Focus
Focus

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

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
Since: 3.0.0
Focus
Focus
setOriginFromFrame()
Focus
Focus

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
Since: 3.0.0
Focus
Focus
setPath(path, [config])
Focus
Focus

Description:

Set the Path that this PathFollower should follow.

Optionally accepts Phaser.Types.GameObjects.PathFollower.PathConfig settings.

Parameters:

name type arguments description
path Phaser.Curves.Path

The Path this PathFollower is following. It can only follow one Path at a time.

config number | Phaser.Types.GameObjects.PathFollower.PathConfig | Phaser.Types.Tweens.NumberTweenBuilderConfig <optional>

Settings for the PathFollower.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PathFollower#setPath
Since: 3.0.0
Focus
Focus
Only webGL setPipeline(pipeline, [pipelineData], [copyData])
Focus
Focus

Description:

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Both the pipeline and post pipelines share the same pipeline data object.

Parameters:

name type arguments Default description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData object <optional>

Optional pipeline data object that is deep copied into the pipelineData property of this Game Object.

copyData boolean <optional> true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Pipeline#setPipeline
Since: 3.0.0
Focus
Focus
Only webGL setPipelineData(key, [value])
Focus
Focus

Description:

Adds an entry to the pipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Both the pipeline and post pipelines share the pipeline data object together.

Parameters:

name type arguments description
key string

The key of the pipeline data to set, update, or delete.

value any <optional>

The value to be set with the key. If undefined then key will be deleted from the object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Pipeline#setPipelineData
Since: 3.50.0
Focus
Focus
setPosition([x], [y], [z], [w])
Focus
Focus

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
Since: 3.0.0
Focus
Focus
Only webGL setPostPipeline(pipelines, [pipelineData], [copyData])
Focus
Focus

Description:

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also sets the pipelineData property, if the parameter is given.

Both the pipeline and post pipelines share the pipeline data object together.

Parameters:

name type arguments Default description
pipelines string | Array.<string> | function | Array.<function()> | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.

pipelineData object <optional>

Optional pipeline data object that is deep copied into the pipelineData property of this Game Object.

copyData boolean <optional> true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Pipeline#setPostPipeline
Since: 3.50.0
Focus
Focus
setRandomPosition([x], [y], [width], [height])
Focus
Focus

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
Since: 3.8.0
Focus
Focus
setRotateToPath(value, [offset])
Focus
Focus

Description:

Set whether the PathFollower should automatically rotate to point in the direction of the Path.

Parameters:

name type arguments description
value boolean

Whether the PathFollower should automatically rotate to point in the direction of the Path.

offset number <optional>

Rotation offset in degrees.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PathFollower#setRotateToPath
Since: 3.0.0
Focus
Focus
setRotation([radians])
Focus
Focus

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

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
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
setSize(width, height)
Focus
Focus

Description:

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

name type description
width number

The width of this Game Object.

height number

The height of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Size#setSize
Since: 3.0.0
Focus
Focus
setSizeToFrame(frame)
Focus
Focus

Description:

Sets the size of this Game Object to be that of the given Frame.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

name type description
frame Phaser.Textures.Frame

The frame to base the size of this Game Object on.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Size#setSizeToFrame
Since: 3.0.0
Focus
Focus
setState(value)
Focus
Focus

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
Since: 3.16.0
Focus
Focus
setTexture(key, [frame])
Focus
Focus

Description:

Sets the texture and frame this Game Object will use to render with.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

Parameters:

name type arguments description
key string

The key of the texture to be used, as stored in the Texture Manager.

frame string | number <optional>

The name or index of the frame within the Texture.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.TextureCrop#setTexture
Since: 3.0.0
Focus