A Render Texture is a combination of Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.
When should you use a Render Texture vs. a Dynamic Texture?
You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.
You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.
You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.
Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it, create your shape as a texture in an art package, then draw that to this texture.
new RenderTexture(scene, [x], [y], [width], [height])
name | type | arguments | Default | description |
---|---|---|---|---|
scene | Phaser.Scene |
The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. |
||
x | number | <optional> | 0 |
The horizontal position of this Game Object in the world. |
y | number | <optional> | 0 |
The vertical position of this Game Object in the world. |
width | number | <optional> | 32 |
The width of the Render Texture. |
height | number | <optional> | 32 |
The height of the Render Texture. |
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.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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.
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:
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.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
An internal Camera that can be used to move around this Render Texture.
Control it just like you would any Scene Camera. The difference is that it only impacts the placement of Game Objects that you then draw to this texture.
You can scroll, zoom and rotate this Camera.
This property is a reference to RenderTexture.texture.camera
.
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:
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
.
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.
The displayed height of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
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.
The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
The displayed width of this Game Object.
This value takes into account the scale factor.
Setting this value will adjust the Game Object's scale property.
The horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The Texture Frame this Game Object is using to render with.
A property indicating that a Game Object has this component.
The native (un-scaled) height of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayHeight
property.
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.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
A boolean flag indicating if this Game Object is being cropped or not.
You can toggle this at any time after setCrop
has been called, to turn cropping on or off.
Equally, calling setCrop
with no arguments will reset the crop and disable it.
The Mask this Game Object is using during render.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
The horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.
Set this value with setOrigin()
.
The vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.
Set this value with setOrigin()
.
The parent Container of this Game Object, if it has one.
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.
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.
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.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
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.
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.
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.
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.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint fill mode.
false
= An additive tint (the default), where vertices colors are blended with the texture.
true
= A fill tint, where the vertices colors replace the texture, but respects texture alpha.
The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
The native (un-scaled) width of this Game Object.
Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or use
the displayWidth
property.
The x position of this Game Object.
The y position of this Game Object.
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.
Add a listener for a given event.
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. |
this
.
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.
name | type | arguments | description |
---|---|---|---|
displayList | Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer | <optional> |
The Display List to add to. Defaults to the Scene Display List. |
This Game Object.
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.
This Game Object.
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.
Use this method if you have already called beginDraw
and need to batch
draw a large number of objects to this Render Texture.
This method batches the drawing of the given objects to this texture, without causing a WebGL bind or batch flush for each one.
It is faster than calling draw
, but you must be careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of objects it's much safer and easier to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the RenderTexture.texture.isDrawing
boolean property to tell if a batch is
currently open, or not.
This method can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot draw a Render Texture to itself.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame
instead.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
The alpha
and tint
values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
name | type | arguments | Default | description |
---|---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Dynamic or Texture, Texture Frame or an array of any of these. |
||
x | number | <optional> | 0 |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> | 0 |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Render Texture instance.
Use this method if you have already called beginDraw
and need to batch
draw a large number of texture frames to this Render Texture.
This method batches the drawing of the given frames to this Render Texture, without causing a WebGL bind or batch flush for each one.
It is faster than calling drawFrame
, but you must be careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of frames it's much safer and easier to use the drawFrame
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the RenderTexture.texture.isDrawing
boolean property to tell if a batch is
currently open, or not.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. |
|
x | number | <optional> | 0 |
The x position to draw the frame at. |
y | number | <optional> | 0 |
The y position to draw the frame at. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Render Texture instance.
Use this method if you need to batch draw a large number of Game Objects to this Render Texture in a single pass, or on a frequent basis. This is especially useful under WebGL, however, if your game is using Canvas only, it will not make any speed difference in that situation.
This method starts the beginning of a batched draw, unless one is already open.
Batched drawing is faster than calling draw
in loop, but you must be careful
to manage the flow of code and remember to call endDraw()
when you're finished.
If you don't need to draw large numbers of objects it's much safer and easier
to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the RenderTexture.texture.isDrawing
boolean property to tell if a batch is
currently open, or not.
This Render Texture instance.
Fully clears this Render Texture, erasing everything from it and resetting it back to a blank, transparent, texture.
This Render Texture instance.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
This Game Object instance.
Clears the mask that this Game Object was using.
name | type | arguments | Default | description |
---|---|---|---|---|
destroyMask | boolean | <optional> | false |
Destroy the mask before clearing it? |
This Game Object instance.
Copies an object's coordinates to this Game Object's position.
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. |
This Game Object instance.
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.
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 |
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. |
This Bitmap Mask that was created.
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.
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. |
This Geometry Mask that was created.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
fromScene | boolean | <optional> | false |
|
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.
This GameObject.
Draws the given object, or an array of objects, to this Render Texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note 1: You cannot draw a Render Texture to itself.
Note 2: For Game Objects that have Post FX Pipelines, the pipeline cannot be used when drawn to this texture.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame
instead.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
The alpha
and tint
values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.
name | type | arguments | Default | description |
---|---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these. |
||
x | number | <optional> | 0 |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> | 0 |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Render Texture instance.
Draws the Texture Frame to the Render Texture at the given position.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
var rt = this.add.renderTexture(0, 0, 800, 600);
rt.drawFrame(key, frame);
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
Calling this method will cause a batch flush, so if you've got a stack of things to draw
in a tight loop, try using the draw
method instead.
If you need to draw a Sprite to this Render Texture, use the draw
method instead.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
|
x | number | <optional> | 0 |
The x position to draw the frame at. |
y | number | <optional> | 0 |
The y position to draw the frame at. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. WebGL only. |
This Render Texture instance.
Calls each of the listeners registered for a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
args | * | <optional> |
Additional arguments that will be passed to the event handler. |
true
if the event had listeners, else false
.
Use this method to finish batch drawing to this Render Texture.
Doing so will stop the WebGL Renderer from capturing draws and then blit the framebuffer to the Render Target owned by this texture.
Calling this method without first calling beginDraw
will have no effect.
Batch drawing is faster than calling draw
, but you must be careful to manage the
flow of code and remember to call endDraw()
when you're finished.
If you don't need to draw large numbers of objects it's much safer and easier
to use the draw
method instead.
The flow should be:
// Call once:
RenderTexture.beginDraw();
// repeat n times:
RenderTexture.batchDraw();
// or
RenderTexture.batchDrawFrame();
// Call once:
RenderTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Render Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the RenderTexture.texture.isDrawing
boolean property to tell if a batch is
currently open, or not.
name | type | arguments | Default | description |
---|---|---|---|---|
erase | boolean | <optional> | false |
Draws all objects in this batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn. |
This Render Texture instance.
Draws the given object, or an array of objects, to this Render Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels present in the objects from this texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot erase a Render Texture from itself.
If passing in a Group or Container it will only draw children that return true
when their willRender()
method is called. I.e. a Container with 10 children,
5 of which have visible=false
will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender
check or not.
You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame.
You can pass in the x
and y
coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.
name | type | arguments | description |
---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these. |
|
x | number | <optional> |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> |
The y position to draw the Frame at, or the offset applied to the object. |
This Render Texture instance.
Return an array listing the events for which the emitter has registered listeners.
Fills this Render Texture with the given color.
By default it will fill the entire texture, however you can set it to fill a specific rectangular area by using the x, y, width and height arguments.
The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.
name | type | arguments | Default | description |
---|---|---|---|---|
rgb | number |
The color to fill this Render Texture with, such as 0xff0000 for red. |
||
alpha | number | <optional> | 1 |
The alpha value used by the fill. |
x | number | <optional> | 0 |
The left coordinate of the fill rectangle. |
y | number | <optional> | 0 |
The top coordinate of the fill rectangle. |
width | number | <optional> | this.width |
The width of the fill rectangle. |
height | number | <optional> | this.height |
The height of the fill rectangle. |
This Render Texture instance.
Gets the bottom-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the bounds of this Game Object, regardless of origin.
The values are stored and returned in a Rectangle, or Rectangle-like, object.
name | type | arguments | description |
---|---|---|---|
output | object | Phaser.Geom.Rectangle | <optional> |
An object to store the values in. If not provided a new Rectangle will be created. |
The values stored in the output object.
Gets the center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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.
name | type | description |
---|---|---|
key | string | Array.<string> |
The key of the value to retrieve, or an array of keys. |
The value belonging to the given key, or an array of values, the order of which will match the input array.
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.
An array of display list position indexes.
Gets the left-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
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.
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. |
The translated point.
Gets the local transform matrix for this Game Object.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
The populated Transform Matrix.
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.
The sum total rotation, in radians, of all parent containers of this Game Object.
Gets the right-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the top-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the top-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the top-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent Containers,
unless the includeParent
argument is set to true
.
name | type | arguments | Default | description |
---|---|---|---|---|
output | Phaser.Types.Math.Vector2Like | <optional> |
An object to store the values in. If not provided a new Vector2 will be created. |
|
includeParent | boolean | <optional> | false |
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? |
The values stored in the output object.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
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. |
The populated Transform Matrix.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key to change the value for. |
||
amount | number | <optional> | 1 |
The amount to increase the given key by. Pass a negative value to decrease the key. |
This GameObject.
Return the number of listeners listening to a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The number of listeners.
Return the listeners registered for a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The registered listeners.
Remove the listeners of a given event.
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. |
this
.
Add a listener for a given event.
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. |
this
.
Add a one-time listener for a given event.
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. |
this
.
Internal destroy handler, called as part of the destroy process.
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
this
.
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.
This Game Object.
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.
This Game Object.
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.)
This GameObject.
Remove the listeners of a given event.
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. |
this
.
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.
Takes the given Texture Frame and draws it to this Render Texture as a fill pattern, i.e. in a grid-layout based on the frame dimensions.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, width, height, alpha and tint value to apply to the frames before they are drawn. The position controls the top-left where the repeating fill will start from. The width and height control the size of the filled area.
The position can be negative if required, but the dimensions cannot.
Calling this method will cause a batch flush by default. Use the skipBatch
argument
to disable this if this call is part of a larger batch draw.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
|
x | number | <optional> | 0 |
The x position to start drawing the frames from (can be negative to offset). |
y | number | <optional> | 0 |
The y position to start drawing the frames from (can be negative to offset). |
width | number | <optional> | this.width |
The width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture. |
height | number | <optional> | this.height |
The height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture. |
alpha | number | <optional> | 1 |
The alpha to use. Defaults to 1, no alpha. |
tint | number | <optional> | 0xffffff |
WebGL only. The tint color to use. Leave as undefined, or 0xffffff to have no tint. |
skipBatch | boolean | <optional> | false |
Skip beginning and ending a batch with this call. Use if this is part of a bigger batched draw. |
This Render Texture instance.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
This Game Object instance.
Resizes the Render Texture to the new dimensions given.
In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture. In Canvas it will resize the underlying canvas element.
Both approaches will erase everything currently drawn to the Render Texture.
If the dimensions given are the same as those already being used, calling this method will do nothing.
name | type | arguments | Default | description |
---|---|---|---|---|
width | number |
The new width of the Render Texture. |
||
height | number | <optional> | width |
The new height of the Render Texture. If not specified, will be set the same as the |
This Render Texture.
Stores a copy of this Render Texture in the Texture Manager using the given key.
After doing this, any texture based Game Object, such as a Sprite, can use the contents of this Render Texture by using the texture key:
var rt = this.add.renderTexture(0, 0, 128, 128);
// Draw something to the Render Texture
rt.saveTexture('doodle');
this.add.image(400, 300, 'doodle');
Updating the contents of this Render Texture will automatically update any Game Object
that is using it as a texture. Calling saveTexture
again will not save another copy
of the same texture, it will just rename the key of the existing copy.
By default it will create a single base texture. You can add frames to the texture
by using the Texture.add
method. After doing this, you can then allow Game Objects
to use a specific frame from a Render Texture.
If you destroy this Render Texture, any Game Object using it via the Texture Manager will stop rendering. Ensure you remove the texture from the Texture Manager and any Game Objects using it first, before destroying this Render Texture.
name | type | description |
---|---|---|
key | string |
The unique key to store the texture as within the global Texture Manager. |
The Texture that was saved.
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.
name | type | description |
---|---|---|
value | boolean |
True if this Game Object should be set as active, false if not. |
This GameObject.
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
If your game is running under WebGL you can optionally specify four different alpha values, each of which
correspond to the four corners of the Game Object. Under Canvas only the topLeft
value given is used.
name | type | arguments | Default | description |
---|---|---|---|---|
topLeft | number | <optional> | 1 |
The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. |
topRight | number | <optional> |
The alpha value used for the top-right of the Game Object. WebGL only. |
|
bottomLeft | number | <optional> |
The alpha value used for the bottom-left of the Game Object. WebGL only. |
|
bottomRight | number | <optional> |
The alpha value used for the bottom-right of the Game Object. WebGL only. |
This Game Object instance.
Sets the angle of this Game Object.
name | type | arguments | description |
---|---|---|---|
degrees | number | <optional> |
The rotation of this Game Object, in degrees. |
This Game Object instance.
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:
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.
name | type | description |
---|---|---|
value | string | number | Phaser.BlendModes |
The BlendMode value. Either a string, a CONST or a number. |
This Game Object instance.
Applies a crop to a texture based Game Object, such as a Sprite or Image.
The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.
The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
half of it, you could call setCrop(0, 0, 400, 600)
.
It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.
You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
Call this method with no arguments at all to reset the crop, or toggle the property isCropped
to false
.
You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.
name | type | arguments | description |
---|---|---|---|
x | number | Phaser.Geom.Rectangle | <optional> |
The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored. |
y | number | <optional> |
The y coordinate to start the crop from. |
width | number | <optional> |
The width of the crop rectangle in pixels. |
height | number | <optional> |
The height of the crop rectangle in pixels. |
This Game Object instance.
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.
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 | * | <optional> |
The value to set for the given key. If an object is provided as the key this argument is ignored. |
This GameObject.
Adds a Data Manager component to this Game Object.
This GameObject.
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.
name | type | description |
---|---|---|
value | number |
The depth of this Game Object. Ensure this value is only ever a number data-type. |
This Game Object instance.
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0 |
The horizontal display origin value. |
y | number | <optional> | x |
The vertical display origin value. If not defined it will be set to the value of |
This Game Object instance.
Sets the display size of this Game Object.
Calling this will adjust the scale.
name | type | description |
---|---|---|
width | number |
The width of this Game Object. |
height | number |
The height of this Game Object. |
This Game Object instance.
Sets the horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
name | type | description |
---|---|---|
x | boolean |
The horizontal flipped state. |
y | boolean |
The horizontal flipped state. |
This Game Object instance.
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
name | type | description |
---|---|---|
value | boolean |
The flipped state. |
This Game Object instance.
Sets the vertical flipped state of this Game Object.
name | type | description |
---|---|---|
value | boolean |
The flipped state. |
This Game Object instance.
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.
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? |
This Game Object instance.
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.
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? |
This GameObject.
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);
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.
name | type | description |
---|---|---|
mask | Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask |
The mask this Game Object will use when rendering. |
This Game Object instance.
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.
name | type | description |
---|---|---|
value | string |
The name to be given to this Game Object. |
This GameObject.
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0.5 |
The horizontal origin value. |
y | number | <optional> | x |
The vertical origin value. If not defined it will be set to the value of |
This Game Object instance.
Sets the origin of this Game Object based on the Pivot values in its Frame.
This Game Object instance.
Sets the position of this Game Object.
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 |
z | number | <optional> | 0 |
The z position of this Game Object. |
w | number | <optional> | 0 |
The w position of this Game Object. |
This Game Object instance.
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.
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. |
This Game Object instance.
Sets the rotation of this Game Object.
name | type | arguments | description |
---|---|---|---|
radians | number | <optional> |
The rotation of this Game Object, in radians. |
This Game Object instance.
Sets the scale of this Game Object.
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 |
This Game Object instance.
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.
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 |
This Game Object instance.
Sets the internal size of this Render Texture, as used for frame or physics body creation.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
name | type | description |
---|---|---|
width | number |
The width of this Game Object. |
height | number |
The height of this Game Object. |
This Game Object instance.
Sets the size of this Game Object to be that of the given Frame.
This will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (setScale
) or call the
setDisplaySize
method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.
If you have enabled this Game Object for input, changing the size will not change the
size of the hit area. To do this you should adjust the input.hitArea
object directly.
name | type | arguments | description |
---|---|---|---|
frame | boolean | Phaser.Textures.Frame | <optional> |
The frame to base the size of this Game Object on. |
This Game Object instance.
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.
name | type | description |
---|---|---|
value | number | string |
The state of the Game Object. |
This GameObject.
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.
name | type | arguments | description |
---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
|
frame | string | number | <optional> |
The name or index of the frame within the Texture. |
This Game Object instance.
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
name | type | description |
---|---|---|
value | boolean |
The visible state of the Game Object. |
This Game Object instance.
Sets the w position of this Game Object.
name | type | arguments | description |
---|---|---|---|
value | number | <optional> |
The w position of this Game Object. |
This Game Object instance.
Sets the x position of this Game Object.
name | type | arguments | description |
---|---|---|---|
value | number | <optional> |
The x position of this Game Object. |
This Game Object instance.
Sets the y position of this Game Object.
name | type | arguments | description |
---|---|---|---|
value | number | <optional> |
The y position of this Game Object. |
This Game Object instance.
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.
name | type | arguments | description |
---|---|---|---|
value | number | <optional> |
The z position of this Game Object. |
This Game Object instance.
Removes all listeners.
Takes a snapshot of the whole of this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture a portion of this Render Texture see the snapshotArea
method.
To capture just a specific pixel, see the snapshotPixel
method.
Snapshots work by using the WebGL readPixels
feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.
name | type | arguments | Default | description |
---|---|---|---|---|
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot image is created. |
||
type | string | <optional> | 'image/png' |
The format of the image to create, usually |
encoderOptions | number | <optional> | 0.92 |
The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
This Render Texture instance.
Takes a snapshot of the given area of this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Render Texture see the snapshot
method.
To capture just a specific pixel, see the snapshotPixel
method.
Snapshots work by using the WebGL readPixels
feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Render Texture has, so please be careful how you employ this in your game.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number |
The x coordinate to grab from. |
||
y | number |
The y coordinate to grab from. |
||
width | number |
The width of the area to grab. |
||
height | number |
The height of the area to grab. |
||
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot image is created. |
||
type | string | <optional> | 'image/png' |
The format of the image to create, usually |
encoderOptions | number | <optional> | 0.92 |
The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
This Render Texture instance.
Takes a snapshot of the given pixel from this Render Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Render Texture see the snapshot
method.
To capture a portion of this Render Texture see the snapshotArea
method.
Unlike the two other snapshot methods, this one will send your callback a Color
object
containing the color data for the requested pixel. It doesn't need to create an internal
Canvas or Image object, so is a lot faster to execute, using less memory than the other snapshot methods.
name | type | description |
---|---|---|
x | number |
The x coordinate of the pixel to get. |
y | number |
The y coordinate of the pixel to get. |
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot pixel data is extracted. |
This Render Texture instance.
Takes the given texture key and frame and then stamps it at the given x and y coordinates. You can use the optional 'config' argument to provide lots more options about how the stamp is applied, including the alpha, tint, angle, scale and origin.
By default, the frame will stamp on the x/y coordinates based on its center.
If you wish to stamp from the top-left, set the config originX
and
originY
properties both to zero.
name | type | arguments | description |
---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
|
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
x | number | <optional> |
The x position to draw the frame at. |
y | number | <optional> |
The y position to draw the frame at. |
config | Phaser.Types.Textures.StampConfig | <optional> |
The stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp. |
This Render Texture instance.
Returns a JSON representation of the Game Object.
A JSON representation of the Game Object.
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.
name | type | description |
---|---|---|
key | string |
The key to toggle the value for. |
This GameObject.
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
This Game Object instance.
Toggles the vertical flipped state of this Game Object.
This Game Object instance.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
name | type | arguments | description |
---|---|---|---|
args | * | <optional> |
args |
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.
This Game Object instance.
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.
name | type | description |
---|---|---|
camera | Phaser.Cameras.Scene2D.Camera |
The Camera to check against this Game Object. |
True if the Game Object should be rendered, otherwise false.