A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination with one, or more, Tilesets.
Do not add TilemapLayers to Containers, they are stand-alone display objects.
new TilemapLayer(scene, tilemap, layerIndex, tileset, [x], [y])
name | type | arguments | description |
---|---|---|---|
scene | Phaser.Scene |
The Scene to which this Game Object belongs. |
|
tilemap | Phaser.Tilemaps.Tilemap |
The Tilemap this layer is a part of. |
|
layerIndex | number |
The index of the LayerData associated with this layer. |
|
tileset | string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset> |
The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. |
|
x | number | <optional> |
The world x position where the top left of this layer will be placed. |
y | number | <optional> |
The world y position where the top left of this layer will be placed. |
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.
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 Tilemap Layer Collision Category.
This is exclusively used by the Arcade Physics system.
This can be set to any valid collision bitfield value.
See the setCollisionCategory
method for more details.
The Tilemap Layer Collision Mask.
This is exclusively used by the Arcade Physics system.
See the setCollidesWith
method for more details.
The callback that is invoked when the tiles are culled.
It will call a different function based on the map orientation:
Orthogonal (the default) is TilemapComponents.CullTiles
Isometric is TilemapComponents.IsometricCullTiles
Hexagonal is TilemapComponents.HexagonalCullTiles
Staggered is TilemapComponents.StaggeredCullTiles
However, you can override this to call any function you like.
It will be sent 4 arguments:
dirty
property to see if it has changed since the last cull.culledTiles
array, which should be used to store the tiles you want rendered.See the TilemapComponents.CullTiles
source code for details on implementing your own culling system.
The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
See the method setCullPadding
for more details.
The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
See the method setCullPadding
for more details.
Used internally during rendering. This holds the tiles that are visible within the Camera.
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 Tilemap Layer.
The vertical display origin of this Tilemap Layer.
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.
An array holding the mapping between the tile indexes and the tileset they belong to.
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()
.
Used internally by physics system to perform fast type checks.
The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.
The index of the LayerData associated with this layer.
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 Tilemap Layer.
The vertical origin of this Tilemap Layer.
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.
You can control if the camera should cull tiles on this layer before rendering them or not.
By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
However, there are some instances when you may wish to disable this, and toggling this flag allows
you to do so. Also see setSkipCull
for a chainable method that does the same thing.
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 Tilemap that this layer is a part of.
The total number of tiles drawn by the renderer in the last frame.
The total number of tiles in this layer. Updated every frame.
An array of Tileset
objects associated with this layer.
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.
Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.
name | type | description |
---|---|---|
category | number |
The collision category to add. |
This Game Object.
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.
Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.
name | type | description |
---|---|---|
tileX | number |
The x coordinate. |
tileY | number |
The y coordinate. |
This Tilemap Layer object.
Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
This Tilemap Layer object.
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 the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.
name | type | arguments | Default | description |
---|---|---|---|---|
srcTileX | number |
The x coordinate of the area to copy from, in tiles, not pixels. |
||
srcTileY | number |
The y coordinate of the area to copy from, in tiles, not pixels. |
||
width | number |
The width of the area to copy, in tiles, not pixels. |
||
height | number |
The height of the area to copy, in tiles, not pixels. |
||
destTileX | number |
The x coordinate of the area to copy to, in tiles, not pixels. |
||
destTileY | number |
The y coordinate of the area to copy to, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
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 a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.
name | type | arguments | description |
---|---|---|---|
indexes | number | array |
The tile index, or array of indexes, to create Sprites from. |
|
replacements | number | array |
The tile index, or array of indexes, to change a converted
tile to. Set to |
|
spriteConfig | Phaser.Types.GameObjects.Sprite.SpriteConfig | <optional> |
The config object to pass into the Sprite creator (i.e. scene.make.sprite). |
scene | Phaser.Scene | <optional> |
The Scene to create the Sprites within. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when determining the world XY |
An array of the Sprites that were 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.
Returns the tiles in the given layer that are within the cameras viewport. This is used internally during rendering.
name | type | arguments | description |
---|---|---|---|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to run the cull check against. |
An array of Tile objects to render.
Destroys this TilemapLayer and removes its link to the associated LayerData.
name | type | arguments | Default | description |
---|---|---|---|---|
removeFromTilemap | boolean | <optional> | true |
Remove this layer from the parent Tilemap? |
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.
name | type | arguments | Default | description |
---|---|---|---|---|
resetCursor | boolean | <optional> | false |
Should the currently active Input cursor, if any, be reset to the default cursor? |
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.
Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.
name | type | arguments | Default | description |
---|---|---|---|---|
index | number |
The tile index to fill the area with. |
||
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
|
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
|
width | number | <optional> |
How many tiles wide from the |
|
height | number | <optional> |
How many tiles tall from the |
|
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | function |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter. |
|
context | object | <optional> |
The context under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to filter. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to filter. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
An array of Tile objects.
Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.
name | type | arguments | Default | description |
---|---|---|---|---|
index | number |
The tile index value to search for. |
||
skip | number | <optional> | 0 |
The number of times to skip a matching tile before returning. |
reverse | boolean | <optional> | false |
If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left. |
The first matching Tile object.
Find the first tile in the given rectangular area (in tile coordinates) of the layer that
satisfies the provided testing function. I.e. finds the first tile for which callback
returns
true. Similar to Array.prototype.find in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | FindTileCallback |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. |
|
context | object | <optional> |
The context under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to search. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to search. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
The first Tile found at the given location.
For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.
name | type | arguments | description |
---|---|---|---|
callback | EachTileCallback |
The callback. Each tile in the given area will be passed to this callback as the first and only parameter. |
|
context | object | <optional> |
The context, or scope, under which the callback should be run. |
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area to search. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area to search. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
This Tilemap Layer object.
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 a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null
.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
The internal Display List array of Game Objects, or null
.
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 a tile at the given world coordinates from the given isometric layer.
name | type | arguments | Default | description |
---|---|---|---|---|
worldX | number |
X position to get the tile from (given in pixels) |
||
worldY | number |
Y position to get the tile from (given in pixels) |
||
originTop | boolean | <optional> | true |
Which is the active face of the isometric tile? The top (default, true), or the base? (false) |
nonNull | boolean | <optional> | false |
For empty tiles, return a Tile object with an index of -1 instead of null. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
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 a tile at the given tile coordinates from the given layer.
name | type | arguments | Default | description |
---|---|---|---|---|
tileX | number |
X position to get the tile from (given in tile units, not pixels). |
||
tileY | number |
Y position to get the tile from (given in tile units, not pixels). |
||
nonNull | boolean | <optional> | false |
For empty tiles, return a Tile object with an index of -1 instead of null. |
The Tile at the given coordinates or null if no tile was found or the coordinates were invalid.
Gets a tile at the given world coordinates from the given layer.
name | type | arguments | Default | description |
---|---|---|---|---|
worldX | number |
X position to get the tile from (given in pixels) |
||
worldY | number |
Y position to get the tile from (given in pixels) |
||
nonNull | boolean | <optional> | false |
For empty tiles, return a Tile object with an index of -1 instead of null. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
Returns an array of Vector2s where each entry corresponds to the corner of the requested tile.
The tileX
and tileY
parameters are in tile coordinates, not world coordinates.
The corner coordinates are in world space, having factored in TilemapLayer scale, position and the camera, if given.
The size of the array will vary based on the orientation of the map. For example an orthographic map will return an array of 4 vectors, where-as a hexagonal map will, of course, return an array of 6 corner vectors.
name | type | arguments | description |
---|---|---|---|
tileX | number |
The x coordinate, in tiles, not pixels. |
|
tileY | number |
The y coordinate, in tiles, not pixels. |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
Returns an array of Vector2s, or null if the layer given was invalid.
Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
An array of Tile objects found within the area.
Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.
name | type | arguments | description |
---|---|---|---|
shape | Phaser.Geom.Circle | Phaser.Geom.Line | Phaser.Geom.Rectangle | Phaser.Geom.Triangle |
A shape in world (pixel) coordinates |
|
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
An array of Tile objects found within the shape.
Gets the tiles in the given rectangular area (in world coordinates) of the layer.
name | type | arguments | description |
---|---|---|---|
worldX | number |
The world x coordinate for the top-left of the area. |
|
worldY | number |
The world y coordinate for the top-left of the area. |
|
width | number |
The width of the area. |
|
height | number |
The height of the area. |
|
filteringOptions | Phaser.Types.Tilemaps.FilteringOptions | <optional> |
Optional filters to apply when getting the tiles. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
An array of Tile objects found within the area.
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.
Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
name | type | description |
---|---|---|
tileX | number |
The x coordinate, in tiles, not pixels. |
tileY | number |
The y coordinate, in tiles, not pixels. |
true
if a tile was found at the given location, otherwise false
.
Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.
name | type | arguments | description |
---|---|---|---|
worldX | number |
The x coordinate, in pixels. |
|
worldY | number |
The y coordinate, in pixels. |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when factoring in which tiles to return. |
true
if a tile was found at the given location, otherwise false
.
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
.
Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
name | type | arguments | Default | description |
---|---|---|---|---|
tile | number | Phaser.Tilemaps.Tile |
The index of this tile to set or a Tile object. |
||
tileX | number |
The x coordinate, in tiles, not pixels. |
||
tileY | number |
The y coordinate, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
The Tile object that was inserted at the given coordinates.
Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.
name | type | arguments | description |
---|---|---|---|
tile | number | Phaser.Tilemaps.Tile |
The index of this tile to set or a Tile object. |
|
worldX | number |
The x coordinate, in pixels. |
|
worldY | number |
The y coordinate, in pixels. |
|
recalculateFaces | boolean | <optional> |
|
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera to use when calculating the tile index from the world values. |
The Tile object that was inserted at the given coordinates.
Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.
name | type | arguments | Default | description |
---|---|---|---|---|
tile | Array.<number> | Array.<Array.<number>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>> |
A row (array) or grid (2D array) of Tiles or tile indexes to place. |
||
tileX | number |
The x coordinate, in tiles, not pixels. |
||
tileY | number |
The y coordinate, in tiles, not pixels. |
||
recalculateFaces | boolean | <optional> | true |
|
This Tilemap Layer object.
Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
indexes | Array.<number> | <optional> |
An array of indexes to randomly draw from during randomization. |
This Tilemap Layer object.
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
this
.
Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.
name | type | description |
---|---|---|
category | number |
The collision category to add. |
This Game Object.
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.