Phaser API Documentation

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A Particle Emitter is a special kind of Game Object that controls a pool of Particles.

Particle Emitters are created via a configuration object. The properties of this object can be specified in a variety of formats, given you plenty of scope over the values they return, leading to complex visual effects. Here are the different forms of configuration value you can give:

An explicit static value:

x: 400

The x value will always be 400 when the particle is spawned.

A random value:

x: [ 100, 200, 300, 400 ]

The x value will be one of the 4 elements in the given array, picked at random on emission.

A custom callback:

x: (particle, key, t, value) => {
  return value + 50;
}

The x value is the result of calling this function. This is only used when the particle is emitted, so it provides it's initial starting value. It is not used when the particle is updated (see the onUpdate callback for that)

A start / end object:

This allows you to control the change in value between the given start and end parameters over the course of the particles lifetime:

scale: { start: 0, end: 1 }

The particle scale will start at 0 when emitted and ease to a scale of 1 over the course of its lifetime. You can also specify the ease function used for this change (the default is Linear):

scale: { start: 0, end: 1, ease: 'bounce.out' }

A start / end random object:

The start and end object can have an optional random parameter. This forces it to pick a random value between the two values and use this as the starting value, then easing to the 'end' parameter over its lifetime.

scale: { start: 4, end: 0.5, random: true }

The particle will start with a random scale between 0.5 and 4 and then scale to the end value over its lifetime. You can combine the above with the ease parameter as well to control the value easing.

An interpolation object:

You can provide an array of values which will be used for interpolation during the particles lifetime. You can also define the interpolation function to be used. There are three provided: linear (the default), bezier and catmull, or you can provide your own function.

x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }

The particle scale will interpolate from 50 when emitted to 800 via the other points over the course of its lifetime. You can also specify an ease function used to control the rate of change through the values (the default is Linear):

x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull', ease: 'bounce.out }

A stepped emitter object:

The steps parameter allows you to control the placement of sequential particles across the start-end range:

x: { steps: 32, start: 0, end: 576 }

Here we have a range of 576 (start to end). This is divided into 32 steps.

The first particle will emit at the x position of 0. The next will emit at the next 'step' along, which would be 18. The following particle will emit at the next step, which is 36, and so on. Because the range of 576 has been divided by 32, creating 18 pixels steps. When a particle reaches the 'end' value the next one will start from the beginning again.

A stepped emitter object with yoyo:

You can add the optional yoyo property to a stepped object:

x: { steps: 32, start: 0, end: 576, yoyo: true }

As with the stepped emitter, particles are emitted in sequence, from 'start' to 'end' in step sized jumps. Normally, when a stepped emitter reaches the end it snaps around to the start value again. However, if you provide the 'yoyo' parameter then when it reaches the end it will reverse direction and start emitting back down to 'start' again. Depending on the effect you require this can often look better.

A min / max object:

This allows you to pick a random float value between the min and max properties:

x: { min: 100, max: 700 }

The x value will be a random float between min and max.

You can force it select an integer by setting the 'int' flag:

x: { min: 100, max: 700, int: true }

Or, you could use the 'random' array approach (see below)

A random object:

This allows you to pick a random integer value between the first and second array elements:

x: { random: [ 100, 700 ] }

The x value will be a random integer between 100 and 700 as it takes the first element in the 'random' array as the 'min' value and the 2nd element as the 'max' value.

Custom onEmit and onUpdate callbacks:

If the above won't give you the effect you're after, you can provide your own callbacks that will be used when the particle is both emitted and updated:

x: {
  onEmit: (particle, key, t, value) => {
    return value;
  },
  onUpdate: (particle, key, t, value) => {
    return value;
  }
}

You can provide either one or both functions. The onEmit is called at the start of the particles life and defines the value of the property on birth.

The onUpdate function is called every time the Particle Emitter updates until the particle dies. Both must return a value.

The properties are:

particle - A reference to the Particle instance. key - The string based key of the property, i.e. 'x' or 'lifespan'. t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death). value - The current property value. At a minimum you should return this.

By using the above configuration options you have an unlimited about of control over how your particles behave.

v3.55 Differences

Prior to v3.60 Phaser used a ParticleEmitterManager. This was removed in v3.60 and now calling this.add.particles returns a ParticleEmitter instance instead.

In order to streamline memory and the display list we have removed the ParticleEmitterManager entirely. When you call this.add.particles you're now creating a ParticleEmitter instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends the GameObject base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.

So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:

const emitter = this.add.particles(100, 300, 'flares', {
  frame: 'red',
  angle: { min: -30, max: 30 },
  speed: 150
});

This will create a 'red flare' emitter at 100 x 300.

Please update your code to ensure it adheres to the new function signatures.

Constructor:

new ParticleEmitter(config)

Parameters:

name type description
config Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

Settings for this emitter.

Since: 3.60.0

Extends


Members

<private> _alpha: number
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Description:

Private internal value. Holds the global alpha value.

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

Private internal value. Holds the current blend mode.

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

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

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

Whether accelerationX and accelerationY are non-zero. Set automatically during configuration.

Type:
boolean
Default: false
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Description:

The horizontal acceleration applied to emitted particles, in pixels per second squared.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The vertical acceleration applied to emitted particles, in pixels per second squared.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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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<private> alive: Array.<Phaser.GameObjects.Particles.Particle>
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Description:

An array containing all currently live and rendering Particle instances.

Type:
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alpha: number
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Description:

The alpha value of the Game Object.

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

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

The angle of this Game Object as expressed in degrees.

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

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

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

The internal animation counter.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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animQuantity: number
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Description:

The number of consecutive particles that receive a single animation (per frame cycle).

Type:
number
Default: 1
Since: 3.60.0
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anims: Array.<string>
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Description:

The animations assigned to particles.

Type:
Array.<string>
Since: 3.60.0
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blendMode: string | number | 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:

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

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

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

The amount of velocity particles will use when rebounding off the emitter bounds, if set. A value of 0 means no bounce. A value of 1 means a full rebound.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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
Since: 3.0.0
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colorEase: string
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Description:

Controls the easing function used when you have created an Emitter that uses the color property to interpolate the tint of Particles over their lifetime.

Setting this has no effect if you haven't also applied a particleColor to this Emitter.

Type:
string
Since: 3.60.0
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completeFlag: boolean
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Description:

The internal complete flag.

Treat this property as read-only.

Type:
boolean
Since: 3.60.0
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<private> counters: Float32Array
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Description:

Internal array that holds counter data:

0 - flowCounter - The time until next flow cycle. 1 - frameCounter - Counts up to Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity. 2 - animCounter - Counts up to animQuantity. 3 - elapsed - The time remaining until the duration limit is reached. 4 - stopCounter - The number of particles remaining until stopAfter limit is reached. 5 - completeFlag - Has the COMPLETE event been emitted? 6 - zoneIndex - The emit zone index counter. 7 - zoneTotal - The emit zone total counter. 8 - currentFrame - The current texture frame, as an index of Phaser.GameObjects.Particles.ParticleEmitter#frames. 9 - currentAnim - The current animation, as an index of Phaser.GameObjects.Particles.ParticleEmitter#anims.

Type:
Float32Array
Since: 3.60.0
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currentAnim: number
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Description:

The current animation index.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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currentFrame: number
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Description:

The current frame index.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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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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<private> dead: Array.<Phaser.GameObjects.Particles.Particle>
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Description:

An array containing all currently inactive Particle instances.

Type:
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Description:

A function to call when a particle dies.

Type:
Default: null
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<nullable> deathCallbackScope: *
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Description:

The calling context for Phaser.GameObjects.Particles.ParticleEmitter#deathCallback.

Type:
*
Default: null
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Description:

An array containing Particle Death Zone objects. A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.

Prior to Phaser v3.60 an Emitter could only have one single Death Zone. In 3.60 they can now have an array of Death Zones.

Type:
Since: 3.60.0
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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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Description:

The number of milliseconds to wait after emission before the particles start updating. This allows you to emit particles that appear 'static' or still on-screen and then, after this value, begin to move.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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depth: number
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Description:

The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.

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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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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duration: number
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Description:

The number of milliseconds this emitter will emit particles for when in flow mode, before it stops emission. A value of 0 (the default) means there is no duration.

When the duration expires the STOP event is emitted. Note that entering a stopped state doesn't mean all the particles have finished, just that it's not emitting any further ones.

To know when the final particle expires, listen for the COMPLETE event.

The counter is reset each time the ParticleEmitter.start method is called.

0 means the emitter will not stop based on duration.

Type:
number
Default: 0
Since: 3.60.0
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elapsed: number
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Description:

The internal elasped counter.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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Description:

A function to call when a particle is emitted.

Type:
Default: null
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<nullable> emitCallbackScope: *
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Description:

The calling context for Phaser.GameObjects.Particles.ParticleEmitter#emitCallback.

Type:
*
Default: null
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Description:

An array containing Particle Emission Zones. These can be either EdgeZones or RandomZones.

Particles are emitted from a randomly selected zone from this array.

Prior to Phaser v3.60 an Emitter could only have one single Emission Zone. In 3.60 they can now have an array of Emission Zones.

Type:
Since: 3.60.0
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emitting: boolean
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Description:

Controls if the emitter is currently emitting a particle flow (when frequency >= 0).

Already alive particles will continue to update until they expire.

Controlled by Phaser.GameObjects.Particles.ParticleEmitter#start and Phaser.GameObjects.Particles.ParticleEmitter#stop.

Type:
boolean
Default: true
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flowCounter: number
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Description:

The internal flow counter.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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<nullable> follow: Phaser.GameObjects.GameObject
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Description:

A Game Object whose position is used as the particle origin.

Type:
Default: null
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followOffset: Phaser.Math.Vector2
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Description:

The offset of the particle origin from the Phaser.GameObjects.Particles.ParticleEmitter#follow target.

Type:
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Description:

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

Type:
Inherited from: Phaser.GameObjects.Components.Texture#frame
Since: 3.0.0
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frameCounter: number
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Description:

The internal frame counter.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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frameQuantity: number
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Description:

The number of consecutive particles that receive a single texture frame (per frame cycle).

Type:
number
Default: 1
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frames: Array.<Phaser.Textures.Frame>
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Description:

The texture frames assigned to particles.

Type:
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frequency: number
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Description:

For a flow emitter, the time interval (>= 0) between particle flow cycles in ms. A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting. For an exploding emitter, this value will be -1. Calling Phaser.GameObjects.Particles.ParticleEmitter#flow also puts the emitter in flow mode (frequency >= 0). Calling Phaser.GameObjects.Particles.ParticleEmitter#explode also puts the emitter in explode mode (frequency = -1).

Type:
number
Default: 0
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gravityX: number
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Description:

Horizontal acceleration applied to emitted particles, in pixels per second squared.

Type:
number
Default: 0
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gravityY: number
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Description:

Vertical acceleration applied to emitted particles, in pixels per second squared.

Type:
number
Default: 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.PostPipeline#hasPostPipeline
Since: 3.60.0
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<readonly> hasTransformComponent: 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.Transform#hasTransformComponent
Since: 3.60.0
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Description:

The number of milliseconds to wait after a particle has finished its life before it will be removed. This allows you to 'hold' a particle on the screen once it has reached its final state before it then vanishes.

Note that all particle updates will cease, including changing alpha, scale, movement or animation.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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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<private> isCropped: boolean
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Description:

Internal flag. Not to be set by this Game Object.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Texture#isCropped
Since: 3.11.0
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Description:

The lifespan of the emitted particles. This value is given in milliseconds and defaults to 1000ms (1 second). When a particle reaches this amount it is killed.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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maxAliveParticles: number
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Description:

The maximum number of alive and rendering particles this emitter will update. When this limit is reached, a particle needs to die before another can be emitted.

0 means no limits.

Type:
number
Default: 0
Since: 3.60.0
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maxParticles: number
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Description:

Set to hard limit the amount of particle objects this emitter is allowed to create in total. This is the number of Particle instances it can create, not the number of 'alive' particles.

0 means unlimited.

Type:
number
Default: 0
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Description:

The maximum horizontal velocity emitted particles can reach, in pixels per second squared.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Default: 10000
Since: 3.60.0
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Description:

The maximum vertical velocity emitted particles can reach, in pixels per second squared.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Default: 10000
Since: 3.60.0
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moveTo: boolean
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Description:

Whether moveToX and moveToY are set. Set automatically during configuration.

When true the particles move toward the moveToX and moveToY coordinates and arrive at the end of their life. Emitter angle, speedX, and speedY are ignored.

Type:
boolean
Default: false
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Description:

The x coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The y coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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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Description:

An internal object holding all of the EmitterOp instances.

These are populated as part of the Emitter configuration parsing.

You typically do not access them directly, but instead use the provided getters and setters on this class, such as ParticleEmitter.speedX etc.

Type:
Since: 3.60.0
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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 alpha value of the emitted particles. This is a value between 0 and 1. Particles with alpha zero are invisible and are therefore not rendered, but are still processed by the Emitter.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The angle at which the particles are emitted. The values are given in degrees. This allows you to control the direction of the emitter. If you wish instead to change the rotation of the particles themselves, see the particleRotate property.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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particleBringToTop: boolean
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Description:

Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.

Set to false to send them to the back.

Also see the sortOrder property for more complex particle sorting.

Type:
boolean
Default: true
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particleClass: function
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Description:

The Particle Class which will be emitted by this Emitter.

Type:
function
Default: Phaser.GameObjects.Particles.Particle
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Description:

A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.

Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.

Modify the ParticleEmitter.tintFill property to change between an additive and replacement tint mode.

When you define the color via the Emitter config you should give it as an array of color values. The Particle will then interpolate through these colors over the course of its lifespan. Setting this will override any tint value that may also be given.

This is a WebGL only feature.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The rotation (or angle) of each particle when it is emitted. The value is given in degrees and uses a right-handed coordinate system, where 0 degrees points to the right, 90 degrees points down and -90 degrees points up.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The horizontal scale of emitted particles.

This is relative to the Emitters scale and that of any parent.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The vertical scale of emitted particles.

This is relative to the Emitters scale and that of any parent.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.

Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.

Modify the ParticleEmitter.tintFill property to change between an additive and replacement tint mode.

The tint value will be overriden if a color array is provided.

This is a WebGL only feature.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The x coordinate the particles are emitted from.

This is relative to the Emitters x coordinate and that of any parent.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
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Description:

The y coordinate the particles are emitted from.

This is relative to the Emitters x coordinate and that of any parent.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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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Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Type:
Inherited from: Phaser.GameObjects.Components.PostPipeline#postFX
Since: 3.60.0
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Only webGL postPipelineData: 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.PostPipeline#postPipelineData
Since: 3.60.0
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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.PostPipeline#postPipelines
Since: 3.60.0
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Only webGL <nullable> preFX: Phaser.GameObjects.Components.FX
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Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Type:
Inherited from: Phaser.GameObjects.Components.PostPipeline#preFX
Since: 3.60.0
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Description:

A list of Particle Processors being managed by this Emitter.

Type:
Since: 3.60.0
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Description:

The number of particles that are emitted each time an emission occurs, i.e. from one 'explosion' or each frame in a 'flow' cycle.

The default is 1.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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radial: boolean
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Description:

A radial emitter will emit particles in all directions between angle min and max, using Phaser.GameObjects.Particles.ParticleEmitter#speed as the value. If set to false then this acts as a point Emitter. A point emitter will emit particles only in the direction derived from the speedX and speedY values.

Type:
boolean
Default: true
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randomAnim: boolean
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Description:

Whether animations Phaser.GameObjects.Particles.ParticleEmitter#anims are selected at random.

Type:
boolean
Default: true
Since: 3.60.0
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randomFrame: boolean
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Description:

Whether texture Phaser.GameObjects.Particles.ParticleEmitter#frames are selected at random.

Type:
boolean
Default: true
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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
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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skipping: boolean
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Description:

An internal property used to tell when the emitter is in fast-forwarc mode.

Type:
boolean
Default: true
Since: 3.60.0
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Description:

The callback used to sort the particles. Only used if sortProperty has been set. Set this via the setSortCallback method.

Type:
Since: 3.60.0
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sortOrderAsc: boolean
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Description:

When sortProperty is defined this controls the sorting order, either ascending or descending. Toggle to control the visual effect.

Type:
boolean
Since: 3.60.0
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sortProperty: string
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Description:

Optionally sort the particles before they render based on this property. The property must exist on the Particle class, such as y, lifeT, scaleX, etc.

When set this overrides the particleBringToTop setting.

To reset this and disable sorting, so this property to an empty string.

Type:
string
Since: 3.60.0
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Description:

The initial speed of emitted particles, in pixels per second.

If using this as a getter it will return the speedX value.

If using it as a setter it will update both speedX and speedY to the given value.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The initial horizontal speed of emitted particles, in pixels per second.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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Description:

The initial vertical speed of emitted particles, in pixels per second.

Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.

Type:
Since: 3.60.0
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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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stopAfter: number
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Description:

If set, either via the Emitter config, or by directly setting this property, the Particle Emitter will stop emitting particles once this total has been reached. It will then enter a 'stopped' state, firing the STOP event. Note that entering a stopped state doesn't mean all the particles have finished, just that it's not emitting any further ones.

To know when the final particle expires, listen for the COMPLETE event.

Use this if you wish to launch an exact number of particles and then stop your emitter afterwards.

The counter is reset each time the ParticleEmitter.start method is called.

0 means the emitter will not stop based on total emitted particles.

Type:
number
Default: 0
Since: 3.60.0
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stopCounter: number
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Description:

The internal stop counter.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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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 Texture this Game Object is using to render with.

Type:
Inherited from: Phaser.GameObjects.Components.Texture#texture
Since: 3.0.0
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timeScale: number
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Description:

The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.

Type:
number
Default: 1
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tintFill: boolean
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Description:

The tint fill mode used by the Particles in this Emitter.

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

Type:
boolean
Default: false
Since: 3.60.0
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trackVisible: boolean
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Description:

Whether the emitter's Phaser.GameObjects.Particles.ParticleEmitter#visible state will track the Phaser.GameObjects.Particles.ParticleEmitter#follow target's visibility state.

Type:
boolean
Default: false
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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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<nullable> viewBounds: Phaser.Geom.Rectangle
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Description:

An optional Rectangle object that is used during rendering to cull Particles from display. For example, if your particles are limited to only move within a 300x300 sized area from their origin, then you can set this Rectangle to those dimensions.

The renderer will check to see if the viewBounds Rectangle intersects with the Camera bounds during the render step and if not it will skip rendering the Emitter entirely.

This allows you to create many emitters in a Scene without the cost of rendering if the contents aren't visible.

Note that the Emitter will not perform any checks to see if the Particles themselves are outside of these bounds, or not. It will simply check the bounds against the camera. Use the getBounds method with the advance parameter to help define the location and placement of the view bounds.

Type:
Default: null
Since: 3.60.0
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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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Description:

An internal Transform Matrix used to cache this emitters world matrix.

Type:
Since: 3.60.0
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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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zoneIndex: number
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Description:

The internal zone index.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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zoneTotal: number
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Description:

The internal zone total.

Treat this property as read-only.

Type:
number
Since: 3.60.0
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Methods

addDeathZone(config)
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Description:

Adds a new Particle Death Zone to this Emitter.

A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.

The source can be a Geometry Shape, such as a Circle, Rectangle or Triangle. Any valid object from the Phaser.Geometry namespace is allowed, as long as it supports a contains function. You can set the type to be either onEnter or onLeave.

A single Death Zone instance can only exist once within this Emitter, but can belong to multiple Emitters.

Parameters:

name type description
config Phaser.Types.GameObjects.Particles.DeathZoneObject | Array.<Phaser.Types.GameObjects.Particles.DeathZoneObject>

A Death Zone configuration object, a Death Zone instance, a valid Geometry object or an array of them.

Returns:
Description:

The Death Zone that was added to this Emitter.

Since: 3.60.0
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addEmitZone(zone)
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Description:

Adds a new Particle Emission Zone to this Emitter.

An EdgeZone places particles on its edges. Its source can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getPoints method.

A RandomZone places the particles randomly within its interior. Its source can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getRandomPoint method.

An Emission Zone can only exist once within this Emitter.

Parameters:

name type description
zone Phaser.Types.GameObjects.Particles.EmitZoneObject | Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject>

An Emission Zone configuration object, a RandomZone or EdgeZone instance, or an array of them.

Returns:
Description:

An array of the Emission Zones that were added to this Emitter.

Since: 3.60.0
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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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addParticleBounds(x, [y], [width], [height], [collideLeft], [collideRight], [collideTop], [collideBottom])
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Description:

Creates a Particle Bounds processor and adds it to this Emitter.

This processor will check to see if any of the active Particles hit the defined boundary, as specified by a Rectangle shape in world-space.

If so, they are 'rebounded' back again by having their velocity adjusted.

The strength of the rebound is controlled by the Particle.bounce property.

You should be careful to ensure that you emit particles within a bounds, if set, otherwise it will lead to unpredictable visual results as the particles are hastily repositioned.

The Particle Bounds processor is returned from this method. If you wish to modify the area you can directly change its bounds property, along with the collideLeft etc values.

To disable the bounds you can either set its active property to false, or if you no longer require it, call ParticleEmitter.removeParticleProcessor.

Parameters:

name type arguments Default description
x number | Phaser.Types.GameObjects.Particles.ParticleEmitterBounds | Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt

The x-coordinate of the left edge of the boundary, or an object representing a rectangle.

y number <optional>

The y-coordinate of the top edge of the boundary.

width number <optional>

The width of the boundary.

height number <optional>

The height of the boundary.

collideLeft boolean <optional> true

Whether particles interact with the left edge of the bounds.

collideRight boolean <optional> true

Whether particles interact with the right edge of the bounds.

collideTop boolean <optional> true

Whether particles interact with the top edge of the bounds.

collideBottom boolean <optional> true

Whether particles interact with the bottom edge of the bounds.

Returns:
Description:

The Particle Bounds processor.

Since: 3.60.0
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addParticleProcessor(processor)
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Description:

Adds a Particle Processor, such as a Gravity Well, to this Emitter.

It will start processing particles from the next update as long as its active property is set.

Parameters:

name type description
processor T

The Particle Processor to add to this Emitter Manager.

Returns:
Description:

The Particle Processor that was added to this Emitter Manager.

Type:
  • T
Since: 3.60.0
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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 super.preUpdate(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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atLimit()
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Description:

Whether this emitter is at either its hard-cap limit (maxParticles), if set, or the max allowed number of 'alive' particles (maxAliveParticles).

Returns:
Description:

Returns true if this Emitter is at its limit, or false if no limit, or below the maxParticles level.

Type:
  • boolean
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clearAlpha()
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Description:

Clears all alpha values associated with this Game Object.

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

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.AlphaSingle#clearAlpha
Since: 3.0.0
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Only webGL clearFX()
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Description:

Removes all Pre and Post FX Controllers from this Game Object.

If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PostPipeline#clearFX
Since: 3.60.0
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clearMask([destroyMask])
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Description:

Clears the mask that this Game Object was using.

Parameters:

name type arguments Default description
destroyMask boolean <optional> false

Destroy the mask before clearing it?

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Mask#clearMask
Since: 3.6.2
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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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createBitmapMask([maskObject], [x], [y], [texture], [frame])
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Description:

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

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

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

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

Parameters:

name type arguments description
maskObject Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture <optional>

The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

x number <optional>

If creating a Game Object, the horizontal position in the world.

y number <optional>

If creating a Game Object, the vertical position in the world.

texture string | Phaser.Textures.Texture <optional>

If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

frame string | number | Phaser.Textures.Frame <optional>

If creating a Game Object, an optional frame from the Texture this Game Object is rendering with.

Returns:
Description:

This Bitmap Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createBitmapMask
Since: 3.6.2
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createEmitter()
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Description:

Prints a warning to the console if you mistakenly call this function thinking it works the same way as Phaser v3.55.

Since: 3.60.0
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createGeometryMask([graphics])
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Description:

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

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

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

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

Parameters:

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

A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

Returns:
Description:

This Geometry Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createGeometryMask
Since: 3.6.2
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createGravityWell(config)
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Description:

Creates a new Gravity Well, adds it to this Emitter and returns a reference to it.

Parameters:

name type description
config Phaser.Types.GameObjects.Particles.GravityWellConfig

Configuration settings for the Gravity Well to create.

Returns:
Description:

The Gravity Well that was created.

Since: 3.60.0
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depthSort()
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Description:

Sorts active particles with Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback.

Returns:
Description:

This Particle Emitter.

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depthSortCallback(a, b)
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Description:

Calculates the difference of two particles, for sorting them by depth.

Parameters:

name type description
a object

The first particle.

b object

The second particle.

Returns:
Description:

The difference of a and b's y coordinates.

Type:
  • number
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destroy([fromScene])
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Description:

Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

Also removes itself from the Input Manager and Physics Manager if previously enabled.

Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:

name type arguments Default description
fromScene boolean <optional> false

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

Inherited from: Phaser.GameObjects.GameObject#destroy
Since: 3.0.0
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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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emitParticle([count], [x], [y])
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Description:

Emits particles at a given position (or the emitters current position).

Parameters:

name type arguments Default description
count number <optional> this.quantity

The number of Particles to emit.

x number <optional> this.x

The x coordinate to emit the Particles from.

y number <optional> this.x

The y coordinate to emit the Particles from.

Returns:
Description:

The most recently emitted Particle.

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emitParticleAt([x], [y], [count])
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Description:

Emits particles at the given position. If no position is given, it will emit from this Emitters current location.

Parameters:

name type arguments Default description
x number <optional> this.x

The x coordinate to emit the Particles from.

y number <optional> this.x

The y coordinate to emit the Particles from.

count number <optional> this.quantity

The number of Particles to emit.

Returns:
Description:

The most recently emitted Particle.

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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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explode([count], [x], [y])
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Description:

Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once.

Parameters:

name type arguments Default description
count number <optional> this.quantity

The number of Particles to emit.

x number <optional> this.x

The x coordinate to emit the Particles from.

y number <optional> this.x

The y coordinate to emit the Particles from.

Returns:
Description:

The most recently emitted Particle.

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fastForward(time, [delta])
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Description:

Fast forwards this Particle Emitter and all of its particles.

Works by running the Emitter preUpdate handler in a loop until the time has been reached at delta steps per loop.

All callbacks and emitter related events that would normally be fired will still be invoked.

You can make an emitter 'fast forward' via the emitter config using the advance property. Set this value to the number of ms you wish the emitter to be fast-forwarded by. Or, call this method post-creation.

Parameters:

name type arguments description
time number

The number of ms to advance the Particle Emitter by.

delta number <optional>

The amount of delta to use for each step. Defaults to 1000 / 60.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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flow(frequency, [count], [stopAfter])
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Description:

Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow.

To resume a flow at the current frequency and quantity, use Phaser.GameObjects.Particles.ParticleEmitter#start instead.

Parameters:

name type arguments Default description
frequency number

The time interval (>= 0) of each flow cycle, in ms.

count Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType <optional> 1

The number of particles to emit at each flow cycle.

stopAfter number <optional>

Stop this emitter from firing any more particles once this value is reached. Set to zero for unlimited. Setting this parameter will override any stopAfter value already set in the Emitter configuration object.

Returns:
Description:

This Particle Emitter.

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forEachAlive(callback, context)
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Description:

Calls a function for each active particle in this emitter. The function is sent two parameters: a reference to the Particle instance and to this Emitter.

Parameters:

name type description
callback Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

The function.

context *

The functions calling context.

Returns:
Description:

This Particle Emitter.

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forEachDead(callback, context)
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Description:

Calls a function for each inactive particle in this emitter.

Parameters:

name type description
callback Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

The function.

context *

The functions calling context.

Returns:
Description:

This Particle Emitter.

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getAliveParticleCount()
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Description:

Gets the number of active (in-use) particles in this emitter.

Returns:
Description:

The number of particles with active=true.

Type:
  • number
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getAnim()
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Description:

Chooses an animation from Phaser.GameObjects.Particles.ParticleEmitter#anims, if populated.

Returns:
Description:

The animation to play, or null if there aren't any.

Type:
  • string
Since: 3.60.0
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getBounds([padding], [advance], [delta], [output])
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Description:

Returns a bounds Rectangle calculated from the bounds of all currently active Particles in this Emitter. If this Emitter has only just been created and not yet rendered, then calling this method will return a Rectangle with a max safe integer for dimensions. Use the advance parameter to avoid this.

Typically it takes a few seconds for a flow Emitter to 'warm up'. You can use the advance and delta parameters to force the Emitter to 'fast forward' in time to try and allow the bounds to be more accurate, as it will calculate the bounds based on the particle bounds across all timesteps, giving a better result.

You can also use the padding parameter to increase the size of the bounds. Emitters with a lot of randomness in terms of direction or lifespan can often return a bounds smaller than their possible maximum. By using the padding (and advance if needed) you can help limit this.

Parameters:

name type arguments description
padding number <optional>

The amount of padding, in pixels, to add to the bounds Rectangle.

advance number <optional>

The number of ms to advance the Particle Emitter by. Defaults to 0, i.e. not used.

delta number <optional>

The amount of delta to use for each step. Defaults to 1000 / 60.

output Phaser.Geom.Rectangle <optional>

The Rectangle to store the results in. If not given a new one will be created.

Returns:
Description:

A Rectangle containing the calculated bounds of this Emitter.

Since: 3.60.0
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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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getDeadParticleCount()
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Description:

Gets the number of inactive (available) particles in this emitter.

Returns:
Description:

The number of particles with active=false.

Type:
  • number
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getDeathZone(particle)
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Description:

Takes the given particle and checks to see if any of the configured Death Zones will kill it and returns the result. This method is called automatically as part of the Particle.update process.

Parameters:

name type description
particle Phaser.GameObjects.Particles.Particle

The particle to test against the Death Zones.

Returns:
Description:

true if the particle should be killed, otherwise false.

Type:
  • boolean
Since: 3.60.0
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getEmitZone(particle)
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Description:

Takes the given particle and sets its x/y coordinates to match the next available emission zone, if any have been configured. This method is called automatically as part of the Particle.fire process.

The Emit Zones are iterated in sequence. Once a zone has had a particle emitted from it, then the next zone is used and so on, in a loop.

Parameters:

name type description
particle Phaser.GameObjects.Particles.Particle

The particle to set the emission zone for.

Since: 3.60.0
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getFrame()
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Description:

Chooses a texture frame from Phaser.GameObjects.Particles.ParticleEmitter#frames.

Returns:
Description:

The texture frame.

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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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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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getParticleCount()
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Description:

Gets the total number of particles in this emitter.

Returns:
Description:

The number of particles, including both alive and dead.

Type:
  • number
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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:

An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherited from: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Since: 3.60.0
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getProcessors()
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Description:

Gets all active Particle Processors.

Returns:
Description:
  • An array of active Particle Processors.
Since: 3.60.0
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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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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 arguments description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline <optional>

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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Only webGL initPostPipeline([preFX])
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Description:

This should only be called during the instantiation of the Game Object.

It is called by default by all core Game Objects and doesn't need calling again.

After that, use setPostPipeline.

Parameters:

name type arguments Default description
preFX boolean <optional> false

Does this Game Object support Pre FX?

Inherited from: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Since: 3.60.0
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killAll()
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Description:

Deactivates every particle in this emitter immediately.

This particles are killed but do not emit an event or callback.

Returns:
Description:

This Particle Emitter.

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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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onParticleDeath(callback, [context])
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Description:

Sets a function to call for each particle death.

Parameters:

name type arguments description
callback Phaser.Types.GameObjects.Particles.ParticleDeathCallback

The function.

context * <optional>

The function's calling context.

Returns:
Description:

This Particle Emitter.

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onParticleEmit(callback, [context])
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Description:

Sets a function to call for each newly emitted particle.

Parameters:

name type arguments description
callback Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

The function.

context * <optional>

The calling context.

Returns:
Description:

This Particle Emitter.

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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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overlap(target)
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Description:

Takes either a Rectangle Geometry object or an Arcade Physics Body and tests to see if it intersects with any currently alive Particle in this Emitter.

Overlapping particles are returned in an array, where you can perform further processing on them. If nothing overlaps then the array will be empty.

Parameters:

name type description
target Phaser.Geom.Rectangle | Phaser.Physics.Arcade.Body

A Rectangle or Arcade Physics Body to check for intersection against all alive particles.

Returns:
Description:

An array of Particles that overlap with the given target.

Since: 3.60.0
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pause()
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Description:

Deactivates the emitter.

Returns:
Description:

This Particle Emitter.

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preDestroy()
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Description:

Destroys this Particle Emitter and all Particles it owns.

Since: 3.60.0
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preUpdate(time, delta)
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Description:

Updates this emitter and its particles.

Parameters:

name type description
time number

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

delta number

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

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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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removeDeathZone(zone)
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Description:

Removes the given Particle Death Zone from this Emitter.

Parameters:

name type description
zone Phaser.GameObjects.Particles.Zones.DeathZone

The Death Zone that should be removed from this Emitter.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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removeEmitZone(zone)
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Description:

Removes the given Particle Emission Zone from this Emitter.

Parameters:

name type description
zone Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone

The Emission Zone that should be removed from this Emitter.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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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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removeParticleProcessor(processor)
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Description:

Removes a Particle Processor from this Emitter.

The Processor must belong to this Emitter to be removed.

It is not destroyed when removed, allowing you to move it to another Emitter Manager, so if you no longer require it you should call its destroy method directly.

Parameters:

name type description
processor T

The Particle Processor to remove from this Emitter Manager.

Returns:
Description:

The Particle Processor that was removed, or null if it could not be found.

Type:
  • T
Since: 3.60.0
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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.PostPipeline#removePostPipeline
Since: 3.60.0
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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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reserve(count)
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Description:

Creates inactive particles and adds them to this emitter's pool.

If ParticleEmitter.maxParticles is set it will limit the value passed to this method to make sure it's not exceeded.

Parameters:

name type description
count number

The number of particles to create.

Returns:
Description:

This Particle Emitter.

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resetCounters(frequency, on)
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Description:

Resets the internal counter trackers.

You shouldn't ever need to call this directly.

Parameters:

name type description
frequency number

The frequency counter.

on boolean

Set the complete flag.

Since: 3.60.0
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Only webGL resetPipeline([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
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 postPipelineData object to being an empty object?

Inherited from: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline
Since: 3.60.0
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resume()
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Description:

Activates the emitter.

Returns:
Description:

This Particle Emitter.

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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([value])
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Description:

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

Parameters:

name type arguments Default description
value number <optional> 1

The alpha value applied across the whole Game Object.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.AlphaSingle#setAlpha
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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setAnim(anims, [pickRandom], [quantity])
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Description:

Sets a pattern for assigning animations to emitted particles. The anims configuration can be any of:

anim: 'red' anim: [ 'red', 'green', 'blue', 'pink', 'white' ] anim: { anims: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }

Parameters:

name type arguments Default description
anims array | string | Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig

One or more animations, or a configuration object.

pickRandom boolean <optional> true

Whether animations should be assigned at random from anims.

quantity number <optional> 1

The number of consecutive particles that will receive each animation.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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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:

  • NORMAL
  • 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 | number | Phaser.BlendModes

The BlendMode value. Either a string, a CONST or a number.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.BlendMode#setBlendMode
Since: 3.0.0
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setConfig(config)
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Description:

Takes an Emitter Configuration file and resets this Emitter, using any properties defined in the config to then set it up again.

Parameters:

name type description
config Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

Settings for this emitter.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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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. Ensure this value is only ever a number data-type.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Depth#setDepth
Since: 3.0.0
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setEmitZone(zone)
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Description:

Changes the currently active Emission Zone. The zones should have already been added to this Emitter either via the emitter config, or the addEmitZone method.

Call this method by passing either a numeric zone index value, or the zone instance itself.

Prior to v3.60 an Emitter could only have a single Emit Zone and this method was how you set it. From 3.60 and up it now performs a different function and swaps between all available active zones.

Parameters:

name type description
zone number | Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone

The Emit Zone to set as the active zone.

Returns:
Description:

This Particle Emitter.

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setEmitterAngle(value)
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Description:

Sets the angle of a Phaser.GameObjects.Particles.ParticleEmitter#radial particle stream.

The value is given in degrees using Phaser's right-handed coordinate system.

Parameters:

name type description
value Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

The angle of the initial velocity of emitted particles, in degrees.

Returns:
Description:

This Particle Emitter.

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setEmitterFrame(frames, [pickRandom], [quantity])
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Description:

Sets a pattern for assigning texture frames to emitted particles. The frames configuration can be any of:

frame: 0 frame: 'red' frame: [ 0, 1, 2, 3 ] frame: [ 'red', 'green', 'blue', 'pink', 'white' ] frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }

Parameters:

name type arguments Default description
frames array | string | number | Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig

One or more texture frames, or a configuration object.

pickRandom boolean <optional> true

Whether frames should be assigned at random from frames.

quantity number <optional> 1

The number of consecutive particles that will receive each frame.

Returns:
Description:

This Particle Emitter.

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setFrame(frame, [updateSize], [updateOrigin])
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Description:

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

If you pass a string or index then the Frame has to belong to the current Texture being used by this Game Object.

If you pass a Frame instance, then the Texture being used by this Game Object will also be updated.

Calling setFrame will modify the width and height properties of your Game Object.

It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:

name type arguments Default description
frame string | number | Phaser.Textures.Frame

The name or index of the frame within the Texture, or a Frame instance.

updateSize boolean <optional> true

Should this call adjust the size of the Game Object?

updateOrigin boolean <optional> true

Should this call adjust the origin of the Game Object?

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Texture#setFrame
Since: 3.0.0
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setFrequency(frequency, [quantity])
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Parameters:

name type arguments description
frequency number

The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode.

quantity Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType <optional>

The number of particles to release at each flow cycle or explosion.

Returns:
Description:

This Particle Emitter.

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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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setMask(mask)
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Description:

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

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

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

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

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

Parameters:

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

The mask this Game Object will use when rendering.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Mask#setMask
Since: 3.6.2
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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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setParticleAlpha(value)
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Description:

Sets the opacity (alpha) of emitted particles.

You can also set the alpha of the entire emitter via setAlpha.

Parameters:

name type description
value Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType

A value between 0 (transparent) and 1 (opaque).

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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setParticleGravity(x, y)
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Description:

Sets the gravity applied to emitted particles.

Parameters:

name type description
x number

Horizontal acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.

y number

Vertical acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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setParticleLifespan(value)
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Description:

Sets the lifespan of newly emitted particles in milliseconds.

Parameters:

name type description
value Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

The lifespan of a particle, in ms.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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setParticleScale([x], [y])
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Description:

Sets the vertical and horizontal scale of the emitted particles.

You can also set the scale of the entire emitter via setScale.

Parameters:

name type arguments Default description
x number <optional> 1

The horizontal scale of the emitted Particles.

y number <optional> x

The vertical scale of emitted Particles. If not set it will use the x value.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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setParticleSpeed(x, [y])
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Description:

Sets the initial radial speed of emitted particles.

Changes the emitter to radial mode.

Parameters:

name type arguments Default description
x number

The horizontal speed of the emitted Particles.

y number <optional> x

The vertical speed of emitted Particles. If not set it will use the x value.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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Only webGL setParticleTint(value)
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Description:

Sets the color tint of emitted particles.

This is a WebGL only feature.

Parameters:

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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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.

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 set in to 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.

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 set the postPipelineData property, if the parameter is given.

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 set in to the postPipelineData property of this Game Object.

copyData boolean <optional> true

Should the pipeline data object be deep copied into the postPipelineData 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.PostPipeline#setPostPipeline
Since: 3.60.0
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Only webGL setPostPipelineData(key, [value])
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Description:

Adds an entry to the postPipelineData 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.

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.PostPipeline#setPostPipelineData
Since: 3.60.0
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setQuantity(quantity)
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Description:

Sets the number of particles released at each flow cycle or explosion.

Parameters:

name type description
quantity Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

The number of particles to release at each flow cycle or explosion.

Returns:
Description:

This Particle Emitter.

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setRadial([value])
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Description:

Turns Phaser.GameObjects.Particles.ParticleEmitter#radial particle movement on or off.

Parameters:

name type arguments Default description
value boolean <optional> true

Radial mode (true) or point mode (true).

Returns:
Description:

This Particle Emitter.

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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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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 <optional> 1

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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setSortCallback([callback])
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Description:

Sets a callback to be used to sort the particles before rendering each frame.

This allows you to define your own logic and behavior in the callback.

The callback will be sent two parameters: the two Particles being compared, and must adhere to the criteria of the compareFn in Array.sort:

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort#description

Call this method with no parameters to reset the sort callback.

Setting your own callback will override both the particleBringToTop and sortProperty settings of this Emitter.

Parameters:

name type arguments description
callback Phaser.Types.GameObjects.Particles.ParticleSortCallback <optional>

The callback to invoke when the particles are sorted. Leave undefined to reset to the default.

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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setSortProperty([property], [ascending])
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Description:

Set the property by which active particles are sorted prior to be rendered.

It allows you to control the rendering order of the particles.

This can be any valid property of the Particle class, such as y, alpha or lifeT.

The 'alive' particles array is sorted in place each game frame. Setting a sort property will override the particleBringToTop setting.

If you wish to use your own sorting function, see setSortCallback instead.

Parameters:

name type arguments Default description
property string <optional>

The property on the Particle class to sort by.

ascending boolean <optional> true

Should the particles be sorted in ascending or descending order?

Returns:
Description:

This Particle Emitter.

Since: 3.60.0
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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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setTexture(key, [frame])
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Description:

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

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

Parameters:

name type arguments description
key string | Phaser.Textures.Texture

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

frame string | number <optional>

The name or index of the frame within the Texture.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Texture#setTexture
Since: 3.0.0
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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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shutdown()
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Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Since: 3.0.0
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start([advance], [duration])
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Description:

Turns Phaser.GameObjects.Particles.ParticleEmitter#on the emitter and resets the flow counter.

If this emitter is in flow mode (frequency >= 0; the default), the particle flow will start (or restart).

If this emitter is in explode mode (frequency = -1), nothing will happen. Use Phaser.GameObjects.Particles.ParticleEmitter#explode or Phaser.GameObjects.Particles.ParticleEmitter#flow instead.

Calling this method will emit the START event.

Parameters:

name type arguments description
advance number <optional>

Advance this number of ms in time through the emitter.

duration number <optional>

Limit this emitter to only emit particles for the given number of ms. Setting this parameter will override any duration already set in the Emitter configuration object.

Returns:
Description:

This Particle Emitter.

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startFollow(target, [offsetX], [offsetY], [trackVisible])
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Description:

Continuously moves the particle origin to follow a Game Object's position.

Parameters:

name type arguments Default description
target Phaser.GameObjects.GameObject

The Game Object to follow.

offsetX number <optional> 0

Horizontal offset of the particle origin from the Game Object.

offsetY number <optional> 0

Vertical offset of the particle origin from the Game Object.

trackVisible boolean <optional> false

Whether the emitter's visible state will track the target's visible state.

Returns:
Description:

This Particle Emitter.

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stop([kill])
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Description:

Turns off the emitter and stops it from emitting further particles. Currently alive particles will remain active until they naturally expire unless you set the kill parameter to true.

Calling this method will emit the STOP event. When the final particle has expired the COMPLETE event will be emitted.

Parameters:

name type arguments Default description
kill boolean <optional> false

Kill all particles immediately (true), or leave them to die after their lifespan expires? (false, the default)

Returns:
Description:

This Particle Emitter.

Since: 3.11.0
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stopFollow()
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Description:

Stops following a Game Object.

Returns:
Description:

This Particle Emitter.

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toJSON()
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Description:

Creates a description of this emitter suitable for JSON serialization.

Returns:
Description:

A JSON representation of the Game Object.

Overrides: Phaser.GameObjects.GameObject#toJSON
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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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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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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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