Phaser API Documentation

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A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination with one, or more, Tilesets.

Constructor:

new TilemapLayer(scene, tilemap, layerIndex, tileset, [x], [y])

Parameters:

name type arguments description
scene Phaser.Scene

The Scene to which this Game Object belongs.

tilemap Phaser.Tilemaps.Tilemap

The Tilemap this layer is a part of.

layerIndex number

The index of the LayerData associated with this layer.

tileset string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset>

The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.

x number <optional>

The world x position where the top left of this layer will be placed.

y number <optional>

The world y position where the top left of this layer will be placed.

Since: 3.50.0

Extends


Members

<private> _alpha: number
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Description:

Private internal value. Holds the global alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alpha
Since: 3.0.0
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<private> _alphaBL: number
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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
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<private> _alphaBR: number
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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
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<private> _alphaTL: number
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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
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<private> _alphaTR: number
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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
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<private> _blendMode: number
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Description:

Private internal value. Holds the current blend mode.

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

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

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

A property indicating that a Game Object has this component.

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

The rendering (draw) order of the tiles in this layer.

The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left, drawing to the right and then moving down to the next row.

The draw orders are:

0 = right-down 1 = left-down 2 = right-up 3 = left-up

This can be changed via the setRenderOrder method.

Type:
number
Default: 0
Since: 3.50.0
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<private> _rotation: number
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Description:

Private internal value. Holds the rotation value in radians.

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

Private internal value. Holds the horizontal scale value.

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

Private internal value. Holds the vertical scale value.

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

Private internal value. Holds the visible value.

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

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

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

The alpha value of the Game Object.

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

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alpha
Since: 3.0.0
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Only webGL alphaBottomLeft: number
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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
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Only webGL alphaBottomRight: number
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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
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Only webGL alphaTopLeft: number
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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
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Only webGL alphaTopRight: number
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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
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angle: number
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Description:

The angle of this Game Object as expressed in degrees.

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

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

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

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

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

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

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

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

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

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

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

The callback that is invoked when the tiles are culled.

It will call a different function based on the map orientation:

Orthogonal (the default) is TilemapComponents.CullTiles Isometric is TilemapComponents.IsometricCullTiles Hexagonal is TilemapComponents.HexagonalCullTiles Staggered is TilemapComponents.StaggeredCullTiles

However, you can override this to call any function you like.

It will be sent 4 arguments:

  1. The Phaser.Tilemaps.LayerData object for this Layer
  2. The Camera that is culling the layer. You can check its dirty property to see if it has changed since the last cull.
  3. A reference to the culledTiles array, which should be used to store the tiles you want rendered.
  4. The Render Order constant.

See the TilemapComponents.CullTiles source code for details on implementing your own culling system.

Type:
function
Since: 3.50.0
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cullPaddingX: number
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Description:

The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.

See the method setCullPadding for more details.

Type:
number
Default: 1
Since: 3.50.0
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cullPaddingY: number
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Description:

The amount of extra tiles to add into the cull rectangle when calculating its vertical size.

See the method setCullPadding for more details.

Type:
number
Default: 1
Since: 3.50.0
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culledTiles: Array.<Phaser.Tilemaps.Tile>
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Description:

Used internally during rendering. This holds the tiles that are visible within the Camera.

Type:
Since: 3.50.0
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Description:

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#data
Since: 3.0.0
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Only webGL defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
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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
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depth: number
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Description:

The depth of this Game Object within the Scene.

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

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

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

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

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

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

You should treat this property as being read-only.

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

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

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

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
number
Inherited from: Phaser.GameObjects.Components.Origin#displayOriginY
Since: 3.0.0
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displayWidth: number
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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
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flipX: boolean
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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
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flipY: boolean
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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
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gidMap: Array.<Phaser.Tilemaps.Tileset>
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Description:

An array holding the mapping between the tile indexes and the tileset they belong to.

Type:
Since: 3.50.0
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Only webGL hasPostPipeline: boolean
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Description:

Does this Game Object have any Post Pipelines set?

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

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

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

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

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#input
Since: 3.0.0
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<readonly> isTilemap: boolean
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Description:

Used internally by physics system to perform fast type checks.

Type:
boolean
Since: 3.50.0
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Description:

The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.

Type:
Since: 3.50.0
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layerIndex: number
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Description:

The index of the LayerData associated with this layer.

Type:
number
Since: 3.50.0
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name: string
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Description:

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

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

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

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

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

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

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

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

The current WebGL pipeline of this Game Object.

Type:
Default: null
Inherited from: Phaser.GameObjects.Components.Pipeline#pipeline
Since: 3.0.0
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Only webGL pipelineData: object
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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
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Only webGL postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
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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
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renderFlags: number
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Description:

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

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

The angle of this Game Object in radians.

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

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

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

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

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

The horizontal scale of this Game Object.

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

The vertical scale of this Game Object.

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

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

Game Objects can only belong to one Scene.

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

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

The horizontal scroll factor of this Game Object.

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

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

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

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

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

The vertical scroll factor of this Game Object.

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

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

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

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

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

You can control if the camera should cull tiles on this layer before rendering them or not.

By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.

However, there are some instances when you may wish to disable this, and toggling this flag allows you to do so. Also see setSkipCull for a chainable method that does the same thing.

Type:
boolean
Since: 3.50.0
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state: number | string
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Description:

The current state of this Game Object.

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

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

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

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

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

The Tilemap that this layer is a part of.

Type:
Since: 3.50.0
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<readonly> tilesDrawn: number
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Description:

The total number of tiles drawn by the renderer in the last frame.

Type:
number
Since: 3.50.0
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<readonly> tilesTotal: number
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Description:

The total number of tiles in this layer. Updated every frame.

Type:
number
Since: 3.50.0
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tileset: Array.<Phaser.Tilemaps.Tileset>
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Description:

An array of Tileset objects associated with this layer.

Type:
Since: 3.50.0
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type: string
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Description:

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

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

The visible state of the Game Object.

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

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

The w position of this Game Object.

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

The x position of this Game Object.

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

The y position of this Game Object.

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

The z position of this Game Object.

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

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

addListener(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#addListener
Since: 3.0.0
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addToDisplayList([displayList])
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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
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addToUpdateList()
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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
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addedToScene()
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Description:

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Inherited from: Phaser.GameObjects.GameObject#addedToScene
Since: 3.50.0
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calculateFacesAt(tileX, tileY)
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Description:

Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.

Parameters:

name type description
tileX number

The x coordinate.

tileY number

The y coordinate.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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calculateFacesWithin([tileX], [tileY], [width], [height])
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Description:

Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.

Parameters:

name type arguments description
tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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clearAlpha()
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Description:

Clears all alpha values associated with this Game Object.

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Alpha#clearAlpha
Since: 3.0.0
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copy(srcTileX, srcTileY, width, height, destTileX, destTileY, [recalculateFaces])
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Description:

Copies the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.

Parameters:

name type arguments Default description
srcTileX number

The x coordinate of the area to copy from, in tiles, not pixels.

srcTileY number

The y coordinate of the area to copy from, in tiles, not pixels.

width number

The width of the area to copy, in tiles, not pixels.

height number

The height of the area to copy, in tiles, not pixels.

destTileX number

The x coordinate of the area to copy to, in tiles, not pixels.

destTileY number

The y coordinate of the area to copy to, in tiles, not pixels.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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copyPosition(source)
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Description:

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

Parameters:

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

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#copyPosition
Since: 3.50.0
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createFromTiles(indexes, replacements, [spriteConfig], [scene], [camera])
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Description:

Creates a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.

Parameters:

name type arguments description
indexes number | array

The tile index, or array of indexes, to create Sprites from.

replacements number | array

The tile index, or array of indexes, to change a converted tile to. Set to null to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.

spriteConfig Phaser.Types.GameObjects.Sprite.SpriteConfig <optional>

The config object to pass into the Sprite creator (i.e. scene.make.sprite).

scene Phaser.Scene <optional>

The Scene to create the Sprites within.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when determining the world XY

Returns:
Description:

An array of the Sprites that were created.

Since: 3.50.0
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cull([camera])
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Description:

Returns the tiles in the given layer that are within the cameras viewport. This is used internally during rendering.

Parameters:

name type arguments description
camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to run the cull check against.

Returns:
Description:

An array of Tile objects to render.

Type:
Since: 3.50.0
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destroy([removeFromTilemap])
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Description:

Destroys this TilemapLayer and removes its link to the associated LayerData.

Parameters:

name type arguments Default description
removeFromTilemap boolean <optional> true

Remove this layer from the parent Tilemap?

Overrides: Phaser.GameObjects.GameObject#destroy
Since: 3.50.0
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disableInteractive()
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Description:

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

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

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#disableInteractive
Since: 3.7.0
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emit(event, [args])
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Description:

Calls each of the listeners registered for a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

args * <optional>

Additional arguments that will be passed to the event handler.

Returns:
Description:

true if the event had listeners, else false.

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

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

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Since: 3.0.0
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fill(index, [tileX], [tileY], [width], [height], [recalculateFaces])
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Description:

Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.

Parameters:

name type arguments Default description
index number

The tile index to fill the area with.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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filterTiles(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])
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Description:

For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.

Parameters:

name type arguments description
callback function

The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter.

context object <optional>

The context under which the callback should be run.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area to filter.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area to filter.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Returns:
Description:

An array of Tile objects.

Type:
Since: 3.50.0
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findByIndex(index, [skip], [reverse])
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Description:

Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.

Parameters:

name type arguments Default description
index number

The tile index value to search for.

skip number <optional> 0

The number of times to skip a matching tile before returning.

reverse boolean <optional> false

If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.

Returns:
Description:

The first matching Tile object.

Since: 3.50.0
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findTile(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])
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Description:

Find the first tile in the given rectangular area (in tile coordinates) of the layer that satisfies the provided testing function. I.e. finds the first tile for which callback returns true. Similar to Array.prototype.find in vanilla JS.

Parameters:

name type arguments description
callback FindTileCallback

The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

context object <optional>

The context under which the callback should be run.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Returns:
Description:

The first Tile found at the given location.

Since: 3.50.0
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forEachTile(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])
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Description:

For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.

Parameters:

name type arguments description
callback EachTileCallback

The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

context object <optional>

The context, or scope, under which the callback should be run.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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getBottomCenter([output], [includeParent])
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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
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getBottomLeft([output], [includeParent])
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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
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getBottomRight([output], [includeParent])
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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
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getBounds([output])
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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
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getCenter([output])
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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
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getData(key)
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Description:

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

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

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

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

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

This approach is useful for destructuring arrays in ES6.

Parameters:

name type description
key string | Array.<string>

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

Returns:
Description:

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

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

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

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

Returns:
Description:

An array of display list position indexes.

Type:
  • Array.<number>
Inherited from: Phaser.GameObjects.GameObject#getIndexList
Since: 3.4.0
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getLeftCenter([output], [includeParent])
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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
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getLocalPoint(x, y, [point], [camera])
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Description:

Takes the given x and y coordinates and converts them into local space for this Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no camera is specified, it will use the main camera from the Scene to which this Game Object belongs.

Parameters:

name type arguments description
x number

The x position to translate.

y number

The y position to translate.

point Phaser.Math.Vector2 <optional>

A Vector2, or point-like object, to store the results in.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera which is being tested against. If not given will use the Scene default camera.

Returns:
Description:

The translated point.

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

Gets the local transform matrix for this Game Object.

Parameters:

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

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

Returns:
Description:

The populated Transform Matrix.

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

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

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

Returns:
Description:

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

Type:
  • number
Inherited from: Phaser.GameObjects.Components.Transform#getParentRotation
Since: 3.18.0
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Only webGL getPipelineName()
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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
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Only webGL getPostPipeline(pipeline)
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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
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getRightCenter([output], [includeParent])
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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
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getTileAt(tileX, tileY, [nonNull])
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Description:

Gets a tile at the given tile coordinates from the given layer.

Parameters:

name type arguments Default description
tileX number

X position to get the tile from (given in tile units, not pixels).

tileY number

Y position to get the tile from (given in tile units, not pixels).

nonNull boolean <optional> false

If true getTile won't return null for empty tiles, but a Tile object with an index of -1.

Returns:
Description:

The Tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Since: 3.50.0
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getTileAtWorldXY(worldX, worldY, [nonNull], [camera])
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Description:

Gets a tile at the given world coordinates from the given layer.

Parameters:

name type arguments Default description
worldX number

X position to get the tile from (given in pixels)

worldY number

Y position to get the tile from (given in pixels)

nonNull boolean <optional> false

If true, function won't return null for empty tiles, but a Tile object with an index of -1.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Since: 3.50.0
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getTilesWithin([tileX], [tileY], [width], [height], [filteringOptions])
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Description:

Gets the tiles in the given rectangular area (in tile coordinates) of the layer.

Parameters:

name type arguments description
tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Returns:
Description:

An array of Tile objects found within the area.

Type:
Since: 3.50.0
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getTilesWithinShape(shape, [filteringOptions], [camera])
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Description:

Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.

Parameters:

name type arguments description
shape Phaser.Geom.Circle | Phaser.Geom.Line | Phaser.Geom.Rectangle | Phaser.Geom.Triangle

A shape in world (pixel) coordinates

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when factoring in which tiles to return.

Returns:
Description:

An array of Tile objects found within the shape.

Type:
Since: 3.50.0
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getTilesWithinWorldXY(worldX, worldY, width, height, [filteringOptions], [camera])
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Description:

Gets the tiles in the given rectangular area (in world coordinates) of the layer.

Parameters:

name type arguments description
worldX number

The world x coordinate for the top-left of the area.

worldY number

The world y coordinate for the top-left of the area.

width number

The width of the area.

height number

The height of the area.

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when factoring in which tiles to return.

Returns:
Description:

An array of Tile objects found within the area.

Type:
Since: 3.50.0
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getTopCenter([output], [includeParent])
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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
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getTopLeft([output], [includeParent])
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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
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getTopRight([output], [includeParent])
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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
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getWorldTransformMatrix([tempMatrix], [parentMatrix])
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Description:

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

Parameters:

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

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

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

Returns:
Description:

The populated Transform Matrix.

Inherited from: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Since: 3.4.0
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hasTileAt(tileX, tileY)
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Description:

Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

Parameters:

name type description
tileX number

The x coordinate, in tiles, not pixels.

tileY number

The y coordinate, in tiles, not pixels.

Returns:
Description:

true if a tile was found at the given location, otherwise false.

Type:
  • boolean
Since: 3.50.0
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hasTileAtWorldXY(worldX, worldY, [camera])
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Description:

Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

Parameters:

name type arguments description
worldX number

The x coordinate, in pixels.

worldY number

The y coordinate, in pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when factoring in which tiles to return.

Returns:
Description:

true if a tile was found at the given location, otherwise false.

Type:
  • boolean
Since: 3.50.0
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incData(key, [data])
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Description:

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

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

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

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

Parameters:

name type arguments description
key string | object

The key to increase the value for.

data * <optional>

The value to increase for the given key.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#incData
Since: 3.23.0
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Only webGL initPipeline(pipeline)
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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
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listenerCount(event)
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Description:

Return the number of listeners listening to a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The number of listeners.

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

Return the listeners registered for a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The registered listeners.

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

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

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

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

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

Add a one-time listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#once
Since: 3.0.0
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<private> prepareBoundsOutput(output, [includeParent])
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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
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putTileAt(tile, tileX, tileY, [recalculateFaces])
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Description:

Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

Parameters:

name type arguments Default description
tile number | Phaser.Tilemaps.Tile

The index of this tile to set or a Tile object.

tileX number

The x coordinate, in tiles, not pixels.

tileY number

The y coordinate, in tiles, not pixels.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

Returns:
Description:

The Tile object that was inserted at the given coordinates.

Since: 3.50.0
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putTileAtWorldXY(tile, worldX, worldY, [recalculateFaces], [camera])
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Description:

Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

Parameters:

name type arguments description
tile number | Phaser.Tilemaps.Tile

The index of this tile to set or a Tile object.

worldX number

The x coordinate, in pixels.

worldY number

The y coordinate, in pixels.

recalculateFaces boolean <optional>

true if the faces data should be recalculated.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The Tile object that was inserted at the given coordinates.

Since: 3.50.0
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putTilesAt(tile, tileX, tileY, [recalculateFaces])
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Description:

Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.

Parameters:

name type arguments Default description
tile Array.<number> | Array.<Array.<number>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>>

A row (array) or grid (2D array) of Tiles or tile indexes to place.

tileX number

The x coordinate, in tiles, not pixels.

tileY number

The y coordinate, in tiles, not pixels.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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randomize([tileX], [tileY], [width], [height], [indexes])
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Description:

Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.

Parameters:

name type arguments description
tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

indexes Array.<number> <optional>

An array of indexes to randomly draw from during randomization.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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removeAllListeners([event])
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Description:

Remove all listeners, or those of the specified event.

Parameters:

name type arguments description
event string | symbol <optional>

The event name.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeAllListeners
Since: 3.0.0
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removeFromDisplayList()
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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
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removeFromUpdateList()
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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
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removeInteractive()
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Description:

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

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

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

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

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#removeInteractive
Since: 3.7.0
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removeListener(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeListener
Since: 3.0.0
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Only webGL removePostPipeline(pipeline)
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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
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removeTileAt(tileX, tileY, [replaceWithNull], [recalculateFaces])
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Description:

Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.

Parameters:

name type arguments Default description
tileX number

The x coordinate, in tiles, not pixels.

tileY number

The y coordinate, in tiles, not pixels.

replaceWithNull boolean <optional> true

If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

Returns:
Description:

A Tile object.

Since: 3.50.0
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removeTileAtWorldXY(worldX, worldY, [replaceWithNull], [recalculateFaces], [camera])
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Description:

Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.

Parameters:

name type arguments Default description
worldX number

The x coordinate, in pixels.

worldY number

The y coordinate, in pixels.

replaceWithNull boolean <optional> true

If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.

recalculateFaces boolean <optional> true

true if the faces data should be recalculated.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The Tile object that was removed from the given location.

Since: 3.50.0
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removedFromScene()
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Description:

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Inherited from: Phaser.GameObjects.GameObject#removedFromScene
Since: 3.50.0
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<private> renderCanvas(renderer, src, camera, parentMatrix)
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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.Tilemaps.TilemapLayer

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

Since: 3.50.0
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renderDebug(graphics, [styleConfig])
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Description:

Draws a debug representation of the layer to the given Graphics. This is helpful when you want to get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation wherever you want on the screen.

Parameters:

name type arguments description
graphics Phaser.GameObjects.Graphics

The target Graphics object to draw upon.

styleConfig Phaser.Types.Tilemaps.StyleConfig <optional>

An object specifying the colors to use for the debug drawing.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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<private> renderWebGL(renderer, src, camera)
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Description:

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

Parameters:

name type description
renderer Phaser.Renderer.WebGL.WebGLRenderer

A reference to the current active WebGL renderer.

src Phaser.Tilemaps.TilemapLayer

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

Since: 3.0.0
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replaceByIndex(findIndex, newIndex, [tileX], [tileY], [width], [height])
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Description:

Scans the given rectangular area (given in tile coordinates) for tiles with an index matching findIndex and updates their index to match newIndex. This only modifies the index and does not change collision information.

Parameters:

name type arguments description
findIndex number

The index of the tile to search for.

newIndex number

The index of the tile to replace it with.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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resetFlip()
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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
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Only webGL resetPipeline([resetPostPipelines], [resetData])
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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
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Only webGL resetPostPipeline([resetData])
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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
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setActive(value)
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Description:

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

Parameters:

name type description
value boolean

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

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setActive
Since: 3.0.0
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setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])
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Description:

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

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
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setAngle([degrees])
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Description:

Sets the angle of this Game Object.

Parameters:

name type arguments description
degrees number <optional>

The rotation of this Game Object, in degrees.

Returns:
Description:

This Game Object instance.

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

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

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

Canvas has more available depending on browser support.

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

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

Parameters:

name type description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.BlendMode#setBlendMode
Since: 3.0.0
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setCollision(indexes, [collides], [recalculateFaces], [updateLayer])
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Description:

Sets collision on the given tile or tiles within a layer by index. You can pass in either a single numeric index or an array of indexes: [2, 3, 15, 20]. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name type arguments Default description
indexes number | array

Either a single tile index, or an array of tile indexes.

collides boolean <optional> true

If true it will enable collision. If false it will clear collision.

recalculateFaces boolean <optional> true

Whether or not to recalculate the tile faces after the update.

updateLayer boolean <optional> true

If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setCollisionBetween(start, stop, [collides], [recalculateFaces])
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Description:

Sets collision on a range of tiles in a layer whose index is between the specified start and stop (inclusive). Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name type arguments Default description
start number

The first index of the tile to be set for collision.

stop number

The last index of the tile to be set for collision.

collides boolean <optional> true

If true it will enable collision. If false it will clear collision.

recalculateFaces boolean <optional> true

Whether or not to recalculate the tile faces after the update.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setCollisionByExclusion(indexes, [collides], [recalculateFaces])
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Description:

Sets collision on all tiles in the given layer, except for tiles that have an index specified in the given array. The collides parameter controls if collision will be enabled (true) or disabled (false). Tile indexes not currently in the layer are not affected.

Parameters:

name type arguments Default description
indexes Array.<number>

An array of the tile indexes to not be counted for collision.

collides boolean <optional> true

If true it will enable collision. If false it will clear collision.

recalculateFaces boolean <optional> true

Whether or not to recalculate the tile faces after the update.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setCollisionByProperty(properties, [collides], [recalculateFaces])
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Description:

Sets collision on the tiles within a layer by checking tile properties. If a tile has a property that matches the given properties object, its collision flag will be set. The collides parameter controls if collision will be enabled (true) or disabled (false). Passing in { collides: true } would update the collision flag on any tiles with a "collides" property that has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can also use an array of values, e.g. { types: ["stone", "lava", "sand" ] }. If a tile has a "types" property that matches any of those values, its collision flag will be updated.

Parameters:

name type arguments Default description
properties object

An object with tile properties and corresponding values that should be checked.

collides boolean <optional> true

If true it will enable collision. If false it will clear collision.

recalculateFaces boolean <optional> true

Whether or not to recalculate the tile faces after the update.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setCollisionFromCollisionGroup([collides], [recalculateFaces])
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Description:

Sets collision on the tiles within a layer by checking each tiles collision group data (typically defined in Tiled within the tileset collision editor). If any objects are found within a tiles collision group, the tile's colliding information will be set. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name type arguments Default description
collides boolean <optional> true

If true it will enable collision. If false it will clear collision.

recalculateFaces boolean <optional> true

Whether or not to recalculate the tile faces after the update.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setCullPadding([paddingX], [paddingY])
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Description:

When a Camera culls the tiles in this layer it does so using its view into the world, building up a rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px and you set paddingX to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)

Parameters:

name type arguments Default description
paddingX number <optional> 1

The amount of extra horizontal tiles to add to the cull check padding.

paddingY number <optional> 1

The amount of extra vertical tiles to add to the cull check padding.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setData(key, [data])
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Description:

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

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

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

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

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

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

To get a value back again you can call getData:

sprite.getData('gold');

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

sprite.data.values.gold += 50;

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

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

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

Parameters:

name type arguments description
key string | object

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data * <optional>

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

Returns:
Description:

This GameObject.

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

Adds a Data Manager component to this Game Object.

Returns:
Description:

This GameObject.

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

The depth of this Game Object within the Scene.

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

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

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

Parameters:

name type description
value number

The depth of this Game Object.

Returns:
Description:

This Game Object instance.

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

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

Parameters:

name type arguments Default description
x number <optional> 0

The horizontal display origin value.

y number <optional> x

The vertical display origin value. If not defined it will be set to the value of x.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#setDisplayOrigin
Since: 3.0.0
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setDisplaySize(width, height)
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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
Since: 3.4.0
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setFlip(x, y)
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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
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setFlipX(value)
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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
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setFlipY(value)
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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
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setInteractive([hitArea], [callback], [dropZone])
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Description:

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

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

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

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

Parameters:

name type arguments Default description
hitArea any | Phaser.Types.Input.InputConfiguration <optional>

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

callback Phaser.Types.Input.HitAreaCallback <optional>

The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

dropZone boolean <optional> false

Should this Game Object be treated as a drop zone target?

Returns:
Description:

This GameObject.

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

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

Parameters:

name type description
value string

The name to be given to this Game Object.

Returns:
Description:

This GameObject.

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

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:

name type arguments Default description
x number <optional> 0.5

The horizontal origin value.

y number <optional> x

The vertical origin value. If not defined it will be set to the value of x.

Returns:
Description:

This Game Object instance.

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

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#setOriginFromFrame
Since: 3.0.0
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Only webGL setPipeline(pipeline, [pipelineData], [copyData])
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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
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Only webGL setPipelineData(key, [value])
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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
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setPosition([x], [y], [z], [w])
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Description:

Sets the position of this Game Object.

Parameters:

name type arguments Default description
x number <optional> 0

The x position of this Game Object.

y number <optional> x

The y position of this Game Object. If not set it will use the x value.

z number <optional> 0

The z position of this Game Object.

w number <optional> 0

The w position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setPosition
Since: 3.0.0
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Only webGL setPostPipeline(pipelines, [pipelineData], [copyData])
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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
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setRandomPosition([x], [y], [width], [height])
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Description:

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

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

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

Parameters:

name type arguments description
x number <optional>

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

y number <optional>

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

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setRandomPosition
Since: 3.8.0
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setRenderOrder(renderOrder)
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Description:

Sets the rendering (draw) order of the tiles in this layer.

The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.

The draw orders are:

0 = right-down 1 = left-down 2 = right-up 3 = left-up

Setting the render order does not change the tiles or how they are stored in the layer, it purely impacts the order in which they are rendered.

You can provide either an integer (0 to 3), or the string version of the order.

Parameters:

name type description
renderOrder number | string

The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setRotation([radians])
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Description:

Sets the rotation of this Game Object.

Parameters:

name type arguments description
radians number <optional>

The rotation of this Game Object, in radians.

Returns:
Description:

This Game Object instance.

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

Sets the scale of this Game Object.

Parameters:

name type arguments Default description
x number

The horizontal scale of this Game Object.

y number <optional> x

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

Returns:
Description:

This Game Object instance.

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

Sets the scroll factor of this Game Object.

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

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

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

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

Parameters:

name type arguments Default description
x number

The horizontal scroll factor of this Game Object.

y number <optional> x

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
Since: 3.0.0
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setSize(width, height)
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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
Since: 3.4.0
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setSkipCull([value])
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Description:

You can control if the Cameras should cull tiles before rendering them or not.

By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.

However, there are some instances when you may wish to disable this.

Parameters:

name type arguments Default description
value boolean <optional> true

Set to true to stop culling tiles. Set to false to enable culling again.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setState(value)
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Description:

Sets the current state of this Game Object.

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

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

Parameters:

name type description
value number | string

The state of the Game Object.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setState
Since: 3.16.0
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setTileIndexCallback(indexes, callback, callbackContext)
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Description:

Sets a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.

Parameters:

name type description
indexes number | Array.<number>

Either a single tile index, or an array of tile indexes to have a collision callback set for.

callback function

The callback that will be invoked when the tile is collided with.

callbackContext object

The context under which the callback is called.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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setTileLocationCallback([tileX], [tileY], [width], [height], [callback], [callbackContext])
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Description:

Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.

Parameters:

name type arguments description
tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

callback function <optional>

The callback that will be invoked when the tile is collided with.

callbackContext object <optional>

The context, or scope, under which the callback is invoked.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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<private> setTilesets(tileset)
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Description:

Populates the internal tileset array with the Tileset references this Layer requires for rendering.

Parameters:

name type description
tileset string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset>

The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.

Since: 3.50.0
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setVisible(value)
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Description:

Sets the visibility of this Game Object.

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

Parameters:

name type description
value boolean

The visible state of the Game Object.

Returns:
Description:

This Game Object instance.

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

Sets the w position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The w position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Sets the x position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The x position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Sets the y position of this Game Object.

Parameters:

name type arguments description
value number <optional>

The y position of this Game Object.

Returns:
Description:

This Game Object instance.

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

Sets the z position of this Game Object.

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

Parameters:

name type arguments description
value number <optional>

The z position of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setZ
Since: 3.0.0
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shuffle([tileX], [tileY], [width], [height])
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Description:

Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.

Parameters:

name type arguments description
tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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shutdown()
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Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Since: 3.0.0
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swapByIndex(tileA, tileB, [tileX], [tileY], [width], [height])
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Description:

Scans the given rectangular area (given in tile coordinates) for tiles with an index matching indexA and swaps then with indexB. This only modifies the index and does not change collision information.

Parameters:

name type arguments description
tileA number

First tile index.

tileB number

Second tile index.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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tileToWorldX(tileX, [camera])
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Description:

Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:

name type arguments description
tileX number

The x coordinate, in tiles, not pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The Tile X coordinate converted to pixels.

Type:
  • number
Since: 3.50.0
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tileToWorldXY(tileX, tileY, [point], [camera])
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Description:

Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

Parameters:

name type arguments description
tileX number

The x coordinate, in tiles, not pixels.

tileY number

The y coordinate, in tiles, not pixels.

point Phaser.Math.Vector2 <optional>

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

A Vector2 containing the world coordinates of the Tile.

Since: 3.50.0
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tileToWorldY(tileY, [camera])
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Description:

Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:

name type arguments description
tileY number

The y coordinate, in tiles, not pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The Tile Y coordinate converted to pixels.

Type:
  • number
Since: 3.50.0
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toJSON()
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Description:

Returns a JSON representation of the Game Object.

Returns:
Description:

A JSON representation of the Game Object.

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

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

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

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

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

Parameters:

name type description
key string | object

The key to toggle the value for.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#toggleData
Since: 3.23.0
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toggleFlipX()
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Description:

Toggles 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.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#toggleFlipX
Since: 3.0.0
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toggleFlipY()
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Description:

Toggles the vertical flipped state of this Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#toggleFlipY
Since: 3.0.0
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update([args])
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Description:

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

Parameters:

name type arguments description
args * <optional>

args

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

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
Since: 3.0.0
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weightedRandomize(weightedIndexes, [tileX], [tileY], [width], [height])
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Description:

Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. New indexes are drawn from the given weightedIndexes array. An example weighted array:

[ { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 ]

The probability of any index being choose is (the index's weight) / (sum of all weights). This method only modifies tile indexes and does not change collision information.

Parameters:

name type arguments description
weightedIndexes Array.<object>

An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.

tileX number <optional>

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY number <optional>

The top most tile index (in tile coordinates) to use as the origin of the area.

width number <optional>

How many tiles wide from the tileX index the area will be.

height number <optional>

How many tiles tall from the tileY index the area will be.

Returns:
Description:

This Tilemap Layer object.

Since: 3.50.0
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willRender(camera)
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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
Inherited from: Phaser.GameObjects.GameObject#willRender
Since: 3.0.0
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worldToTileX(worldX, [snapToFloor], [camera])
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Description:

Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layers position, scale and scroll.

Parameters:

name type arguments description
worldX number

The x coordinate to be converted, in pixels, not tiles.

snapToFloor boolean <optional>

Whether or not to round the tile coordinate down to the nearest integer.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The tile X coordinate based on the world value.

Type:
  • number
Since: 3.50.0
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worldToTileXY(worldX, worldY, [snapToFloor], [point], [camera])
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Description:

Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

Parameters:

name type arguments description
worldX number

The x coordinate to be converted, in pixels, not tiles.

worldY number

The y coordinate to be converted, in pixels, not tiles.

snapToFloor boolean <optional>

Whether or not to round the tile coordinate down to the nearest integer.

point Phaser.Math.Vector2 <optional>

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

A Vector2 containing the tile coordinates of the world values.

Since: 3.50.0
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worldToTileY(worldY, [snapToFloor], [camera])
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Description:

Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layers position, scale and scroll.

Parameters:

name type arguments description
worldY number

The y coordinate to be converted, in pixels, not tiles.

snapToFloor boolean <optional>

Whether or not to round the tile coordinate down to the nearest integer.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to use when calculating the tile index from the world values.

Returns:
Description:

The tile Y coordinate based on the world value.

Type:
  • number
Since: 3.50.0
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