Phaser API Documentation

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

Phaser . GameObjects . Shader

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

Phaser . GameObjects . Shader

A Shader Game Object.

This Game Object allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.

It works by taking a reference to a Phaser.Display.BaseShader instance, as found in the Shader Cache. These can be created dynamically at runtime, or loaded in via the GLSL File Loader:

function preload ()
{
    this.load.glsl('fire', 'shaders/fire.glsl.js');
}

function create ()
{
    this.add.shader('fire', 400, 300, 512, 512);
}

Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.

Due to the way in which they work, you cannot directly change the alpha or blend mode of a Shader. This should be handled via exposed uniforms in the shader code itself.

By default a Shader will be created with a standard set of uniforms. These were added to match those found on sites such as ShaderToy or GLSLSandbox, and provide common functionality a shader may need, such as the timestamp, resolution or pointer position. You can replace them by specifying your own uniforms in the Base Shader.

These Shaders work by halting the current pipeline during rendering, creating a viewport matched to the size of this Game Object and then renders a quad using the bound shader. At the end, the pipeline is restored.

Because it blocks the pipeline it means it will interrupt any batching that is currently going on, so you should use these Game Objects sparingly. If you need to have a fully batched custom shader, then please look at using a custom pipeline instead. However, for background or special masking effects, they are extremely effective.

Constructor:

new Shader(scene, key, [x], [y], [width], [height], [textures], [textureData])

Parameters:

name type arguments Default description
scene Phaser.Scene

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

key string | Phaser.Display.BaseShader

The key of the shader to use from the shader cache, or a BaseShader instance.

x number <optional> 0

The horizontal position of this Game Object in the world.

y number <optional> 0

The vertical position of this Game Object in the world.

width number <optional> 128

The width of the Game Object.

height number <optional> 128

The height of the Game Object.

textures Array.<string> <optional>

Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.

textureData any <optional>

Additional texture data if you want to create shader with none NPOT textures.

Since: 3.17.0

Extends


Members

<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> _rendererHeight: number
Focus
Focus

Description:

The cached height of the renderer.

Type:
number
Since: 3.17.0
Focus
Focus
<private> _rendererWidth: number
Focus
Focus

Description:

The cached width of the renderer.

Type:
number
Since: 3.17.0
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

Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
Since: 3.17.0
Focus
Focus

Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
Since: 3.17.0
Focus
Focus

Description:

A temporary Transform Matrix, re-used internally during batching.

Type:
Since: 3.17.0
Focus
Focus
<private> _textureCount: number
Focus
Focus

Description:

Internal texture count tracker.

Type:
number
Since: 3.17.0
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
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
<private> blendMode: number
Focus
Focus

Description:

This Game Object cannot have a blend mode, so skip all checks.

Type:
number
Since: 3.17.0
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
bytes: Uint8Array
Focus
Focus

Description:

Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources to the GPU.

Type:
Uint8Array
Since: 3.17.0
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
Overrides: 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
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.ComputedSize#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.ComputedSize#displayWidth
Since: 3.0.0
Focus
Focus
<nullable> framebuffer: WebGLFramebuffer
Focus
Focus

Description:

A reference to the GL Frame Buffer this Shader is drawing to. This property is only set if you have called Shader.setRenderToTexture.

Type:
WebGLFramebuffer
Since: 3.19.0
Focus
Focus
gl: WebGLRenderingContext
Focus
Focus

Description:

The WebGL context belonging to the renderer.

Type:
WebGLRenderingContext
Since: 3.17.0
Focus
Focus
<nullable> glTexture: WebGLTexture
Focus
Focus

Description:

A reference to the WebGLTexture this Shader is rendering to. This property is only set if you have called Shader.setRenderToTexture.

Type:
WebGLTexture
Since: 3.19.0
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.ComputedSize#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
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 pointer bound to this shader, if any. Set via the chainable setPointer method, or by modifying this property directly.

Type:
Since: 3.17.0
Focus
Focus
program: WebGLProgram
Focus
Focus

Description:

The WebGL shader program this shader uses.

Type:
WebGLProgram
Since: 3.17.0
Focus
Focus
<readonly> projectionMatrix: Float32Array
Focus
Focus

Description:

The projection matrix the shader uses during rendering.

Type:
Float32Array
Since: 3.17.0
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
Overrides: Phaser.GameObjects.GameObject#renderFlags
Since: 3.0.0
Focus
Focus
<readonly> renderToTexture: boolean
Focus
Focus

Description:

A flag that indicates if this Shader has been set to render to a texture instead of the display list.

This property is true if you have called Shader.setRenderToTexture, otherwise it's false.

A Shader that is rendering to a texture does not appear on the display list.

Type:
boolean
Since: 3.19.0
Focus
Focus

Description:

A reference to the current renderer. Shaders only work with the WebGL Renderer.

Type:
Since: 3.17.0
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

Description:

The underlying shader object being used. Empty by default and set during a call to the setShader method.

Type:
Since: 3.17.0
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:

A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader.

This property is only set if you have called Shader.setRenderToTexture, otherwise it is null.

Type:
Since: 3.19.0
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
uniforms: any
Focus
Focus

Description:

The default uniform mappings. These can be added to (or replaced) by specifying your own uniforms when creating this shader game object. The uniforms are updated automatically during the render step.

The defaults are:

resolution (2f) - Set to the size of this shader. time (1f) - The elapsed game time, in seconds. mouse (2f) - If a pointer has been bound (with setPointer), this uniform contains its position each frame. date (4fv) - A vec4 containing the year, month, day and time in seconds. sampleRate (1f) - Sound sample rate. 44100 by default. iChannel0...3 (sampler2D) - Input channels 0 to 3. null by default.

Type:
any
Since: 3.17.0
Focus
Focus
vertexBuffer: WebGLBuffer
Focus
Focus

Description:

The WebGL vertex buffer object this shader uses.

Type:
WebGLBuffer
Since: 3.17.0
Focus
Focus
vertexData: ArrayBuffer
Focus
Focus

Description:

Raw byte buffer of vertices this Shader uses.

Type:
ArrayBuffer
Since: 3.17.0
Focus
Focus
vertexViewF32: Float32Array
Focus
Focus

Description:

Float32 view of the array buffer containing the shaders vertices.

Type:
Float32Array
Since: 3.17.0
Focus
Focus
<readonly> viewMatrix: Float32Array
Focus
Focus

Description:

The view matrix the shader uses during rendering.

Type:
Float32Array
Since: 3.17.0
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.ComputedSize#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
Examples:
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
Examples:
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
Examples:
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
Examples:
Since: 3.50.0
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
Examples:
Since: 3.6.2
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
Examples:
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
Examples:
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
Examples:
Since: 3.6.2
Focus
Focus
destroy()
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.

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

Description:

Called automatically during render.

Sets the active shader, loads the vertex buffer and then draws.

Examples:
Since: 3.17.0
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
Examples:
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
Examples:
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
Examples:
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
Examples:
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
Examples:
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
Examples:
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.
Inherited from: Phaser.GameObjects.GameObject#getIndexList
Examples:
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
Examples:
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
Examples:
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
Examples:
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
Examples:
Since: 3.18.0
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
Examples:
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
Examples:
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
Examples:
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
Examples:
Since: 3.0.0
Focus
Focus
getUniform(key)
Focus
Focus

Description:

Returns the uniform object for the given key, or null if the uniform couldn't be found.

Parameters:

name type description
key string

The key of the uniform to return the value for.

Returns:
Description:

A reference to the uniform object. This is not a copy, so modifying it will update the original object also.

Type:
  • any
Examples:
Since: 3.17.0
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
Examples:
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
Examples:
Since: 3.23.0
Focus
Focus
<private> initSampler2D(uniform)
Focus
Focus

Description:

Internal method that takes a sampler2D uniform and prepares it for use by setting the gl texture parameters.

Parameters:

name type description
uniform any

The sampler2D uniform to process.

Examples:
Since: 3.17.0
Focus
Focus
<private> initUniforms()
Focus
Focus

Description:

Initializes all of the uniforms this shader uses.

Examples:
Since: 3.17.0
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
Examples:
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.
Inherited from: Phaser.Events.EventEmitter#listeners
Examples:
Since: 3.0.0
Focus
Focus
load([matrix2D])
Focus
Focus

Description:

Called automatically during render.

This method performs matrix ITRS and then stores the resulting value in the uViewMatrix uniform. It then sets up the vertex buffer and shader, updates and syncs the uniforms ready for flush to be called.

Parameters:

name type arguments description
matrix2D Phaser.GameObjects.Components.TransformMatrix <optional>

The transform matrix to use during rendering.

Examples:
Since: 3.17.0
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
Examples:
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
Examples:
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
Examples:
Since: 3.0.0
Focus
Focus
<protected> preDestroy()
Focus
Focus

Description:

Internal destroy handler, called as part of the destroy process.

Examples:
Since: 3.17.0
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
Examples:
Since: 3.18.0
Focus
Focus
projOrtho(left, right, bottom, top)
Focus
Focus

Description:

Sets this shader to use an orthographic projection matrix. This matrix is stored locally in the projectionMatrix property, as well as being bound to the uProjectionMatrix uniform.

Parameters:

name type description
left number

The left value.

right number

The right value.

bottom number

The bottom value.

top number

The top value.

Examples:
Since: 3.17.0
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
Examples:
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
Examples:
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
Examples:
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
Examples:
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
Examples:
Since: 3.0.0
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
Examples:
Since: 3.50.0
Focus
Focus
<private> renderCanvas(renderer, src, camera)
Focus
Focus

Description:

This is a stub function for Shader.Render. There is no Canvas renderer for Shader objects.

Parameters:

name type description
renderer Phaser.Renderer.Canvas.CanvasRenderer

A reference to the current active Canvas renderer.

src Phaser.GameObjects.Shader

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

Examples:
Since: 3.17.0
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.Shader

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix

This transform matrix is defined if the game object is nested

Examples:
Since: 3.17.0
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
Examples:
Since: 3.0.0
Focus
Focus
<private> setAlpha()
Focus
Focus

Description:

A NOOP method so you can pass a Shader to a Container. Calling this method will do nothing. It is intentionally empty.

Examples:
Since: 3.17.0
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
Examples:
Since: 3.0.0
Focus
Focus
<private> setBlendMode()
Focus
Focus

Description:

A NOOP method so you can pass a Shader to a Container. Calling this method will do nothing. It is intentionally empty.

Examples:
Since: 3.17.0
Focus
Focus
setChannel0(textureKey, [textureData])
Focus
Focus

Description:

A short-cut method that will directly set the texture being used by the iChannel0 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

name type arguments description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
Focus
Focus
setChannel1(textureKey, [textureData])
Focus
Focus

Description:

A short-cut method that will directly set the texture being used by the iChannel1 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

name type arguments description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
Focus
Focus
setChannel2(textureKey, [textureData])
Focus
Focus

Description:

A short-cut method that will directly set the texture being used by the iChannel2 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

name type arguments description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
Focus
Focus
setChannel3(textureKey, [textureData])
Focus
Focus

Description:

A short-cut method that will directly set the texture being used by the iChannel3 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

name type arguments description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
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
Examples:
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
Examples:
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
Examples:
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
Examples:
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.ComputedSize#setDisplaySize
Examples:
Since: 3.4.0
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
Examples:
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
Examples:
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
Examples:
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
Examples:
Since: 3.0.0
Focus
Focus
setPointer([pointer])
Focus
Focus

Description:

Binds a Phaser Pointer object to this Shader.

The screen position of the pointer will be set in to the shaders mouse uniform automatically every frame. Call this method with no arguments to unbind the pointer.

Parameters:

name type arguments description
pointer Phaser.Input.Pointer <optional>

The Pointer to bind to this shader.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
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
Examples:
Since: 3.0.0
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
Examples:
Since: 3.8.0
Focus
Focus
setRenderToTexture([key], [flipY])
Focus
Focus

Description:

Changes this Shader so instead of rendering to the display list it renders to a WebGL Framebuffer and WebGL Texture instead. This allows you to use the output of this shader as an input for another shader, by mapping a sampler2D uniform to it.

After calling this method the Shader.framebuffer and Shader.glTexture properties are populated.

Additionally, you can provide a key to this method. Doing so will create a Phaser Texture from this Shader and save it into the Texture Manager, allowing you to then use it for any texture-based Game Object, such as a Sprite or Image:

var shader = this.add.shader('myShader', x, y, width, height);

shader.setRenderToTexture('doodle');

this.add.image(400, 300, 'doodle');

Note that it stores an active reference to this Shader. That means as this shader updates, so does the texture and any object using it to render with. Also, if you destroy this shader, be sure to clear any objects that may have been using it as a texture too.

You can access the Phaser Texture that is created via the Shader.texture property.

By default it will create a single base texture. You can add frames to the texture by using the Texture.add method. After doing this, you can then allow Game Objects to use a specific frame from a Render Texture.

Parameters:

name type arguments Default description
key string <optional>

The unique key to store the texture as within the global Texture Manager.

flipY boolean <optional> false

Does this texture need vertically flipping before rendering? This should usually be set to true if being fed from a buffer.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.19.0
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
Examples:
Since: 3.0.0
Focus
Focus
setSampler2D(uniformKey, textureKey, [textureIndex], [textureData])
Focus
Focus

Description:

Sets a sampler2D uniform on this shader.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

If you wish to use another Shader as a sampler2D input for this shader, see the Shader.setSampler2DBuffer method.

Parameters:

name type arguments description
uniformKey string

The key of the sampler2D uniform to be updated, i.e. iChannel0.

textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureIndex number <optional>

The texture index.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
Focus
Focus
setSampler2DBuffer(uniformKey, texture, width, height, [textureIndex], [textureData])
Focus
Focus

Description:

Sets a sampler2D uniform on this shader where the source texture is a WebGLTexture.

This allows you to feed the output from one Shader into another:

let shader1 = this.add.shader(baseShader1, 0, 0, 512, 512).setRenderToTexture();
let shader2 = this.add.shader(baseShader2, 0, 0, 512, 512).setRenderToTexture('output');

shader1.setSampler2DBuffer('iChannel0', shader2.glTexture, 512, 512);
shader2.setSampler2DBuffer('iChannel0', shader1.glTexture, 512, 512);

In the above code, the result of baseShader1 is fed into Shader2 as the iChannel0 sampler2D uniform. The result of baseShader2 is then fed back into shader1 again, creating a feedback loop.

If you wish to use an image from the Texture Manager as a sampler2D input for this shader, see the Shader.setSampler2D method.

Parameters:

name type arguments description
uniformKey string

The key of the sampler2D uniform to be updated, i.e. iChannel0.

texture WebGLTexture

A WebGLTexture reference.

width number

The width of the texture.

height number

The height of the texture.

textureIndex number <optional>

The texture index.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.19.0
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
Examples:
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
Examples:
Since: 3.0.0
Focus
Focus
setShader(key, [textures], [textureData])
Focus
Focus

Description:

Sets the fragment and, optionally, the vertex shader source code that this Shader will use. This will immediately delete the active shader program, if set, and then create a new one with the given source. Finally, the shader uniforms are initialized.

Parameters:

name type arguments description
key string | Phaser.Display.BaseShader

The key of the shader to use from the shader cache, or a BaseShader instance.

textures Array.<string> <optional>

Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.

textureData any <optional>

Additional texture data.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
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.ComputedSize#setSize
Examples:
Since: 3.4.0
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
Examples:
Since: 3.16.0
Focus
Focus
setUniform(key, value)
Focus
Focus

Description:

Sets a property of a uniform already present on this shader.

To modify the value of a uniform such as a 1f or 1i use the value property directly:

shader.setUniform('size.value', 16);

You can use dot notation to access deeper values, for example:

shader.setUniform('resolution.value.x', 512);

The change to the uniform will take effect the next time the shader is rendered.

Parameters:

name type description
key string

The key of the uniform to modify. Use dots for deep properties, i.e. resolution.value.x.

value any

The value to set into the uniform.

Returns:
Description:

This Shader instance.

Examples:
Since: 3.17.0
Focus
Focus
setVisible(value)
Focus
Focus

Description:

Sets the visibility of this Game Object.

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

Parameters:

name type description
value boolean

The visible state of the Game Object.

Returns:
Description:

This Game Object instance.

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

Description:

Sets the w position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The w position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Description:

Sets the x position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The x position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Description:

Sets the y position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The y position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Description:

Sets the z position of this Game Object.

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

Parameters:

name type arguments description
value number <optional>

The z position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Examples:
Since: 3.0.0
Focus
Focus
<private> syncUniforms()
Focus
Focus

Description:

Synchronizes all of the uniforms this shader uses. Each uniforms gl function is called in turn.

Examples:
Since: 3.17.0
Focus
Focus
toJSON()
Focus
Focus

Description:

Returns a JSON representation of the Game Object.

Returns:
Description:

A JSON representation of the Game Object.

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

Description:

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

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

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

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

Parameters:

name type description
key string | object

The key to toggle the value for.

Returns:
Description:

This GameObject.

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

Description:

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

Parameters:

name type arguments description
args * <optional>

args

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

Description:

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Examples:
Since: 3.0.0
Focus
Focus
willRender(camera)
Focus
Focus

Description:

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

Parameters:

name type description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Returns:
Description:

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

Type:
  • boolean
Overrides: Phaser.GameObjects.GameObject#willRender
Examples:
Since: 3.0.0
Focus
Focus