A Text Game Object.
Text objects work by creating their own internal hidden Canvas and then renders text to it using
the standard Canvas fillText
API. It then creates a texture from this canvas which is rendered
to your game during the render pass.
Because it uses the Canvas API you can take advantage of all the features this offers, such as applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts loaded externally, such as Google or TypeKit Web fonts.
Important: The font name must be quoted if it contains certain combinations of digits or
special characters, either when creating the Text object, or when setting the font via setFont
or setFontFamily
, e.g.:
this.add.text(0, 0, 'Hello World', { fontFamily: 'Georgia, "Goudy Bookletter 1911", Times, serif' });
this.add.text(0, 0, 'Hello World', { font: '"Press Start 2P"' });
You can only display fonts that are currently loaded and available to the browser: therefore fonts must be pre-loaded. Phaser does not do this for you, so you will require the use of a 3rd party font loader, or have the fonts ready available in the CSS on the page in which your Phaser game resides.
See this for the available default fonts across mobile browsers.
A note on performance: Every time the contents of a Text object changes, i.e. changing the text being displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the new texture to the GPU. This can be an expensive operation if used often, or with large quantities of Text objects in your game. If you run into performance issues you would be better off using Bitmap Text instead, as it benefits from batching and avoids expensive Canvas API calls.
new Text(scene, x, y, text, style)
name | type | 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 |
The horizontal position of this Game Object in the world. |
y | number |
The vertical position of this Game Object in the world. |
text | string | Array.<string> |
The text this Text object will display. |
style | Phaser.Types.GameObjects.Text.TextStyle |
The text style configuration object. |
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.
Whether to automatically round line positions.
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.
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:
The canvas element that the text is rendered to.
The context of the canvas element that the text is rendered to.
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.
Whether the text or its settings have changed and need updating.
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 height of this Text object.
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 line spacing value. This value is added to the font height to calculate the overall line height. Only has an effect if this Text object contains multiple lines of text.
If you update this property directly, instead of using the setLineSpacing
method, then
be sure to call updateText
after, or you won't see the change reflected in the Text object.
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()
.
Specify a padding value which is added to the line width and height when calculating the Text size. Allows you to add extra spacing if the browser is unable to accurately determine the true font dimensions.
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 renderer in use by this Text object.
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 Regular Expression that is used to split the text up into lines, in
multi-line text. By default this is /(?:\r\n|\r|\n)/
.
You can change this RegExp to be anything else that you may need.
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 Text Style object.
Manages the style of this Text object.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The text string being rendered by this Text Game Object.
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 width of this Text object.
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.
Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. Consecutive spaces will be collapsed and replaced with a single space. Lines will be trimmed of white space before processing. Throws an error if wordWrapWidth is less than a single character.
name | type | description |
---|---|---|
text | string |
The text to perform word wrap detection against. |
context | CanvasRenderingContext2D |
The Canvas Rendering Context. |
wordWrapWidth | number |
The word wrap width. |
The wrapped text.
Appends the given text to the content already being displayed by this Text object.
An array of strings will be joined with \n
line breaks.
name | type | arguments | Default | description |
---|---|---|---|---|
value | string | Array.<string> |
The string, or array of strings, to be appended to the existing content of this Text object. |
||
addCR | boolean | <optional> | true |
Insert a carriage-return before the string value. |
This Text object.
Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. Spaces are not collapsed and whitespace is not trimmed.
name | type | description |
---|---|---|
text | string |
The text to perform word wrap detection against. |
context | CanvasRenderingContext2D |
The Canvas Rendering Context. |
wordWrapWidth | number |
The word wrap width. |
The wrapped text.
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.
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
.
Return an array listing the events for which the emitter has registered listeners.
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.
Get the current text metrics.
The text metrics.
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.
Runs the given text through this Text objects word wrapping and returns the results as an array, where each element of the array corresponds to a wrapped line of text.
name | type | arguments | description |
---|---|---|---|
text | string | <optional> |
The text for which the wrapping will be calculated. If unspecified, the Text objects current text will be used. |
An array of strings with the pieces of wrapped text.
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 | description |
---|---|---|---|
key | string | object |
The key to increase the value for. |
|
data | * | <optional> |
The value to increase for the given key. |
This GameObject.
Initialize right to left text.
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.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
This Game Object instance.
Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
name | type | description |
---|---|---|
text | string |
The text to perform word wrap detection against. |
The text after wrapping has been applied.
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 alignment of the text in this Text object.
The argument can be one of: left
, right
, center
or justify
.
Alignment only works if the Text object has more than one line of text.
name | type | arguments | Default | description |
---|---|---|---|---|
align | string | <optional> | 'left' |
The text alignment for multi-line text. |
This Text object.
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.
Set the background color.
name | type | description |
---|---|---|
color | string |
The background color. |
This Text object.
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.
Set the text fill color.
name | type | description |
---|---|---|
color | string |
The text fill color. |
This Text object.
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.
Set the fill style to be used by the Text object.
This can be any valid CanvasRenderingContext2D fillStyle value, such as a color (in hex, rgb, rgba, hsl or named values), a gradient or a pattern.
See the MDN fillStyle docs for more details.
name | type | description |
---|---|---|
color | string | any |
The text fill style. Can be any valid CanvasRenderingContext |
This Text object.
Set a fixed width and height for the text.
Pass in 0
for either of these parameters to disable fixed width or height respectively.
name | type | description |
---|---|---|
width | number |
The fixed width to set. |
height | number |
The fixed height to set. |
This Text object.
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.
Set the font.
If a string is given, the font family is set.
If an object is given, the fontFamily
, fontSize
and fontStyle
properties of that object are set.
Important: The font name must be quoted if it contains certain combinations of digits or special characters:
Text.setFont('"Press Start 2P"');
Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all quoted properly, too:
Text.setFont('Georgia, "Goudy Bookletter 1911", Times, serif');
name | type | description |
---|---|---|
font | string |
The font family or font settings to set. |
This Text object.
Set the font family.
Important: The font name must be quoted if it contains certain combinations of digits or special characters:
Text.setFont('"Press Start 2P"');
Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all quoted properly, too:
Text.setFont('Georgia, "Goudy Bookletter 1911", Times, serif');
name | type | description |
---|---|---|
family | string |
The font family. |
This Text object.
Set the font size. Can be a string with a valid CSS unit, i.e. 16px
, or a number.
name | type | description |
---|---|---|
size | string | number |
The font size. |
This Text object.
Set the font style.
name | type | description |
---|---|---|
style | string |
The font style. |
This Text object.
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 line spacing value.
This value is added to the height of the font when calculating the overall line height. This only has an effect if this Text object consists of multiple lines of text.
name | type | description |
---|---|---|
value | number |
The amount to add to the font height to achieve the overall line height. |
This Text object.
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.
Set the maximum number of lines to draw.
name | type | arguments | description |
---|---|---|---|
max | number | <optional> |
The maximum number of lines to draw. |
This Text object.
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.
Set the text padding.
'left' can be an object.
If only 'left' and 'top' are given they are treated as 'x' and 'y'.
name | type | arguments | description |
---|---|---|---|
left | number | Phaser.Types.GameObjects.Text.TextPadding |
The left padding value, or a padding config object. |
|
top | number | <optional> |
The top padding value. |
right | number | <optional> |
The right padding value. |
bottom | number | <optional> |
The bottom padding value. |
This Text object.
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.