ParticleEmitter

Phaser.GameObjects.Particles.ParticleEmitter

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

Particle Emitters are created via a configuration object. The properties of this object

can be specified in a variety of formats, given you plenty of scope over the values they

return, leading to complex visual effects. Here are the different forms of configuration

value you can give:

An explicit static value:


x: 400

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

A random value:


x: [ 100, 200, 300, 400 ]

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

A custom callback:


x: (particle, key, t, value) => {

  return value + 50;

}

The x value is the result of calling this function. This is only used when the

particle is emitted, so it provides it's initial starting value. It is not used

when the particle is updated (see the onUpdate callback for that)

A start / end object:

This allows you to control the change in value between the given start and

end parameters over the course of the particles lifetime:


scale: { start: 0, end: 1 }

The particle scale will start at 0 when emitted and ease to a scale of 1

over the course of its lifetime. You can also specify the ease function

used for this change (the default is Linear):


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

A start / end random object:

The start and end object can have an optional random parameter.

This forces it to pick a random value between the two values and use

this as the starting value, then easing to the 'end' parameter over

its lifetime.


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

The particle will start with a random scale between 0.5 and 4 and then

scale to the end value over its lifetime. You can combine the above

with the ease parameter as well to control the value easing.

An interpolation object:

You can provide an array of values which will be used for interpolation

during the particles lifetime. You can also define the interpolation

function to be used. There are three provided: linear (the default),

bezier and catmull, or you can provide your own function.


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

The particle scale will interpolate from 50 when emitted to 800 via the other

points over the course of its lifetime. You can also specify an ease function

used to control the rate of change through the values (the default is Linear):


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

A stepped emitter object:

The steps parameter allows you to control the placement of sequential

particles across the start-end range:


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

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

The first particle will emit at the x position of 0. The next will emit

at the next 'step' along, which would be 18. The following particle will emit

at the next step, which is 36, and so on. Because the range of 576 has been

divided by 32, creating 18 pixels steps. When a particle reaches the 'end'

value the next one will start from the beginning again.

A stepped emitter object with yoyo:

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


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

As with the stepped emitter, particles are emitted in sequence, from 'start'

to 'end' in step sized jumps. Normally, when a stepped emitter reaches the

end it snaps around to the start value again. However, if you provide the 'yoyo'

parameter then when it reaches the end it will reverse direction and start

emitting back down to 'start' again. Depending on the effect you require this

can often look better.

A min / max object:

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


x: { min: 100, max: 700 }

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

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


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

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

A random object:

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


x: { random: [ 100, 700 ] }

The x value will be a random integer between 100 and 700 as it takes the first

element in the 'random' array as the 'min' value and the 2nd element as the 'max' value.

Custom onEmit and onUpdate callbacks:

If the above won't give you the effect you're after, you can provide your own

callbacks that will be used when the particle is both emitted and updated:


x: {

  onEmit: (particle, key, t, value) => {

    return value;

  },

  onUpdate: (particle, key, t, value) => {

    return value;

  }

}

You can provide either one or both functions. The onEmit is called at the

start of the particles life and defines the value of the property on birth.

The onUpdate function is called every time the Particle Emitter updates

until the particle dies. Both must return a value.

The properties are:

particle - A reference to the Particle instance.

key - The string based key of the property, i.e. 'x' or 'lifespan'.

t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death).

value - The current property value. At a minimum you should return this.

By using the above configuration options you have an unlimited about of

control over how your particles behave.

v3.55 Differences

Prior to v3.60 Phaser used a ParticleEmitterManager. This was removed in v3.60

and now calling this.add.particles returns a ParticleEmitter instance instead.

In order to streamline memory and the display list we have removed the

ParticleEmitterManager entirely. When you call this.add.particles you're now

creating a ParticleEmitter instance, which is being added directly to the

display list and can be manipulated just like any other Game Object, i.e.

scaled, rotated, positioned, added to a Container, etc. It now extends the

GameObject base class, meaning it's also an event emitter, which allowed us

to create some handy new events for particles.

So, to create an emitter, you now give it an xy coordinate, a texture and an

emitter configuration object (you can also set this later, but most commonly

you'd do it on creation). I.e.:


const emitter = this.add.particles(100, 300, 'flares', {

  frame: 'red',

  angle: { min: -30, max: 30 },

  speed: 150

});

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

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

Constructor

new ParticleEmitter(scene, [x], [y], [texture], [config])

Parameters

name

type

optional

description

scene

Phaser.Scene

No

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

x

number

Yes

The horizontal position of this Game Object in the world.

y

number

Yes

The vertical position of this Game Object in the world.

texture

string | Phaser.Textures.Texture

Yes

The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.

config

Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

Yes

Settings for this emitter.


Scope: static

Extends

Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Pipeline
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Texture
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible

Source: src/gameobjects/particles/ParticleEmitter.js#L104
Since: 3.60.0

Public Members

acceleration

acceleration: boolean

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L458
Since: 3.0.0


accelerationX

accelerationX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3096
Since: 3.60.0


accelerationY

accelerationY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3120
Since: 3.60.0


active

active: boolean

Description:

The active state of this Game Object.

A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it.

An active object is one which is having its logic and internal systems updated.

Inherits: Phaser.GameObjects.GameObject#active

Source: src/gameobjects/GameObject.js#L113
Since: 3.0.0


alpha

alpha: number

Description:

The alpha value of the Game Object.

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

Inherits: Phaser.GameObjects.Components.AlphaSingle#alpha

Source: src/gameobjects/components/AlphaSingle.js#L68
Since: 3.0.0


angle

angle: number

Description:

The angle of this Game Object as expressed in degrees.

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

and -90 is up.

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

Inherits: Phaser.GameObjects.Components.Transform#angle

Source: src/gameobjects/components/Transform.js#L211
Since: 3.0.0


animCounter

animCounter: number

Description:

The internal animation counter.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3738
Since: 3.60.0


animQuantity

animQuantity: number

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L784
Since: 3.60.0


anims

anims: Array.<string>

Description:

The animations assigned to particles.

Source: src/gameobjects/particles/ParticleEmitter.js#L764
Since: 3.60.0


blendMode

blendMode: Phaser.BlendModes, string, number

Description:

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • NORMAL

  • ADD

  • MULTIPLY

  • SCREEN

  • ERASE

Canvas has more available depending on browser support.

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

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending

on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these

reasons try to be careful about the construction of your Scene and the frequency of which blend modes

are used.

Inherits: Phaser.GameObjects.Components.BlendMode#blendMode

Source: src/gameobjects/components/BlendMode.js#L30
Since: 3.0.0


body

body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType

Description:

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

Inherits: Phaser.GameObjects.GameObject#body

Source: src/gameobjects/GameObject.js#L186
Since: 3.0.0


bounce

bounce: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The amount of velocity particles will use when rebounding off the

emitter bounds, if set. A value of 0 means no bounce. A value of 1

means a full rebound.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3320
Since: 3.60.0


cameraFilter

cameraFilter: number

Description:

A bitmask that controls if this Game Object is drawn by a Camera or not.

Not usually set directly, instead call Camera.ignore, however you can

set this property directly using the Camera.id property:

Inherits: Phaser.GameObjects.GameObject#cameraFilter

Source: src/gameobjects/GameObject.js#L160
Since: 3.0.0


colorEase

colorEase: string

Description:

Controls the easing function used when you have created an

Emitter that uses the color property to interpolate the

tint of Particles over their lifetime.

Setting this has no effect if you haven't also applied a

particleColor to this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L3437
Since: 3.60.0


completeFlag

completeFlag: boolean

Description:

The internal complete flag.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3807
Since: 3.60.0


config

config: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

Description:

An internal object holding the configuration for the Emitter.

These are populated as part of the Emitter configuration parsing.

You typically do not access them directly, but instead use the

ParticleEmitter.setConfig or ParticleEmitter.updateConfig methods.

Source: src/gameobjects/particles/ParticleEmitter.js#L372
Since: 3.85.0


currentAnim

currentAnim: number

Description:

The current animation index.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3899
Since: 3.60.0


currentFrame

currentFrame: number

Description:

The current frame index.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3876
Since: 3.60.0


data

data: Phaser.Data.DataManager

Description:

A Data Manager.

It allows you to store, query and get key/value paired information specific to this Game Object.

null by default. Automatically created if you use getData or setData or setDataEnabled.

Inherits: Phaser.GameObjects.GameObject#data

Source: src/gameobjects/GameObject.js#L136
Since: 3.0.0


deathCallback

deathCallback: Phaser.Types.GameObjects.Particles.ParticleDeathCallback

Description:

A function to call when a particle dies.

Source: src/gameobjects/particles/ParticleEmitter.js#L501
Since: 3.0.0


deathCallbackScope

deathCallbackScope: *

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L511
Since: 3.0.0


deathZones

deathZones: Array.<Phaser.GameObjects.Particles.Zones.DeathZone>

Description:

An array containing Particle Death Zone objects. A particle is immediately killed as soon as its x/y coordinates

intersect with any of the configured Death Zones.

Prior to Phaser v3.60 an Emitter could only have one single Death Zone.

In 3.60 they can now have an array of Death Zones.

Source: src/gameobjects/particles/ParticleEmitter.js#L660
Since: 3.60.0


defaultPipeline

defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline

Source: src/gameobjects/components/Pipeline.js#L19
Since: 3.0.0


delay

delay: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The number of milliseconds to wait after emission before

the particles start updating. This allows you to emit particles

that appear 'static' or still on-screen and then, after this value,

begin to move.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3635
Since: 3.60.0


depth

depth: number

Description:

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

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order

of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth

value will always render in front of one with a lower value.

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

Inherits: Phaser.GameObjects.Components.Depth#depth

Source: src/gameobjects/components/Depth.js#L30
Since: 3.0.0


displayList

displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer

Description:

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

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

You should treat this property as being read-only.

Inherits: Phaser.GameObjects.GameObject#displayList

Source: src/gameobjects/GameObject.js#L53
Since: 3.50.0


duration

duration: number

Description:

The number of milliseconds this emitter will emit particles for when in flow mode,

before it stops emission. A value of 0 (the default) means there is no duration.

When the duration expires the STOP event is emitted. Note that entering a

stopped state doesn't mean all the particles have finished, just that it's

not emitting any further ones.

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

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

0 means the emitter will not stop based on duration.

Source: src/gameobjects/particles/ParticleEmitter.js#L571
Since: 3.60.0


elapsed

elapsed: number

Description:

The internal elasped counter.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3761
Since: 3.60.0


emitCallback

emitCallback: Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

Description:

A function to call when a particle is emitted.

Source: src/gameobjects/particles/ParticleEmitter.js#L481
Since: 3.0.0


emitCallbackScope

emitCallbackScope: *

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L491
Since: 3.0.0


emitting

emitting: boolean

Description:

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

Already alive particles will continue to update until they expire.

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

Source: src/gameobjects/particles/ParticleEmitter.js#L607
Since: 3.0.0


emitZones

emitZones: Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject>

Description:

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

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

Prior to Phaser v3.60 an Emitter could only have one single Emission Zone.

In 3.60 they can now have an array of Emission Zones.

Source: src/gameobjects/particles/ParticleEmitter.js#L645
Since: 3.60.0


flowCounter

flowCounter: number

Description:

The internal flow counter.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3692
Since: 3.60.0


follow

follow: Phaser.Types.Math.Vector2Like

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L699
Since: 3.0.0


followOffset

followOffset: Phaser.Math.Vector2

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L711
Since: 3.0.0


frame

frame: Phaser.Textures.Frame

Description:

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

Inherits: Phaser.GameObjects.Components.Texture#frame

Source: src/gameobjects/components/Texture.js#L30
Since: 3.0.0


frameCounter

frameCounter: number

Description:

The internal frame counter.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3715
Since: 3.60.0


frameQuantity

frameQuantity: number

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L753
Since: 3.0.0


frames

frames: Array.<Phaser.Textures.Frame>

Description:

The texture frames assigned to particles.

Source: src/gameobjects/particles/ParticleEmitter.js#L733
Since: 3.0.0


frequency

frequency: number

Description:

For a flow emitter, the time interval (>= 0) between particle flow cycles in ms.

A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting.

For an exploding emitter, this value will be -1.

Calling Phaser.GameObjects.Particles.ParticleEmitter#flow also puts the emitter in flow mode (frequency >= 0).

Calling Phaser.GameObjects.Particles.ParticleEmitter#explode also puts the emitter in explode mode (frequency = -1).

Source: src/gameobjects/particles/ParticleEmitter.js#L592
Since: 3.0.0


gravityX

gravityX: number

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L436
Since: 3.0.0


gravityY

gravityY: number

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L447
Since: 3.0.0


hasPostPipeline

hasPostPipeline: boolean

Description:

Does this Game Object have any Post Pipelines set?

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0


hasTransformComponent

hasTransformComponent: boolean

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0


hold

hold: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The number of milliseconds to wait after a particle has finished

its life before it will be removed. This allows you to 'hold' a

particle on the screen once it has reached its final state

before it then vanishes.

Note that all particle updates will cease, including changing

alpha, scale, movement or animation.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3662
Since: 3.60.0


ignoreDestroy

ignoreDestroy: boolean

Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true.

This includes calls that may come from a Group, Container or the Scene itself.

While it allows you to persist a Game Object across Scenes, please understand you are entirely

responsible for managing references to and from this Game Object.

Inherits: Phaser.GameObjects.GameObject#ignoreDestroy

Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0


input

input: Phaser.Types.Input.InteractiveObject

Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance.

Not usually set directly. Instead call GameObject.setInteractive().

Inherits: Phaser.GameObjects.GameObject#input

Source: src/gameobjects/GameObject.js#L175
Since: 3.0.0


lifespan

lifespan: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The lifespan of the emitted particles. This value is given

in milliseconds and defaults to 1000ms (1 second). When a

particle reaches this amount it is killed.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3526
Since: 3.60.0


mask

mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask

Description:

The Mask this Game Object is using during render.

Inherits: Phaser.GameObjects.Components.Mask#mask

Source: src/gameobjects/components/Mask.js#L19
Since: 3.0.0


maxAliveParticles

maxAliveParticles: number

Description:

The maximum number of alive and rendering particles this emitter will update.

When this limit is reached, a particle needs to die before another can be emitted.

0 means no limits.

Source: src/gameobjects/particles/ParticleEmitter.js#L535
Since: 3.60.0


maxParticles

maxParticles: number

Description:

Set to hard limit the amount of particle objects this emitter is allowed to create

in total. This is the number of Particle instances it can create, not the number

of 'alive' particles.

0 means unlimited.

Source: src/gameobjects/particles/ParticleEmitter.js#L521
Since: 3.0.0


maxVelocityX

maxVelocityX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3144
Since: 3.60.0


maxVelocityY

maxVelocityY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3169
Since: 3.60.0


moveTo

moveTo: boolean

Description:

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

When true the particles move toward the moveToX and moveToY coordinates and arrive at the end of their life.

Emitter angle, speedX, and speedY are ignored.

Source: src/gameobjects/particles/ParticleEmitter.js#L468
Since: 3.0.0


moveToX

moveToX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3272
Since: 3.60.0


moveToY

moveToY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3296
Since: 3.60.0


name

name: string

Description:

The name of this Game Object.

Empty by default and never populated by Phaser, this is left for developers to use.

Inherits: Phaser.GameObjects.GameObject#name

Source: src/gameobjects/GameObject.js#L102
Since: 3.0.0


ops

ops: Phaser.Types.GameObjects.Particles.ParticleEmitterOps

Description:

An internal object holding all of the EmitterOp instances.

These are populated as part of the Emitter configuration parsing.

You typically do not access them directly, but instead use the

provided getters and setters on this class, such as ParticleEmitter.speedX etc.

Source: src/gameobjects/particles/ParticleEmitter.js#L386
Since: 3.60.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

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

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0


particleAlpha

particleAlpha: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The alpha value of the emitted particles. This is a value

between 0 and 1. Particles with alpha zero are invisible

and are therefore not rendered, but are still processed

by the Emitter.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3499
Since: 3.60.0


particleAngle

particleAngle: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The angle at which the particles are emitted. The values are

given in degrees. This allows you to control the direction

of the emitter. If you wish instead to change the rotation

of the particles themselves, see the particleRotate property.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3552
Since: 3.60.0


particleBringToTop

particleBringToTop: boolean

Description:

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

Set to false to send them to the back.

Also see the sortOrder property for more complex particle sorting.

Source: src/gameobjects/particles/ParticleEmitter.js#L621
Since: 3.0.0


particleClass

particleClass: function

Description:

The Particle Class which will be emitted by this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L361
Since: 3.0.0


particleColor

particleColor: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

A color tint value that is applied to the texture of the emitted

particle. The value should be given in hex format, i.e. 0xff0000

for a red tint, and should not include the alpha channel.

Tints are additive, meaning a tint value of white (0xffffff) will

effectively reset the tint to nothing.

Modify the ParticleEmitter.tintFill property to change between

an additive and replacement tint mode.

When you define the color via the Emitter config you should give

it as an array of color values. The Particle will then interpolate

through these colors over the course of its lifespan. Setting this

will override any tint value that may also be given.

This is a WebGL only feature.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3398
Since: 3.60.0


particleRotate

particleRotate: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The rotation (or angle) of each particle when it is emitted.

The value is given in degrees and uses a right-handed

coordinate system, where 0 degrees points to the right, 90 degrees

points down and -90 degrees points up.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3579
Since: 3.60.0


particleScaleX

particleScaleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The horizontal scale of emitted particles.

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3346
Since: 3.60.0


particleScaleY

particleScaleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The vertical scale of emitted particles.

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3372
Since: 3.60.0


particleTint

particleTint: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

A color tint value that is applied to the texture of the emitted

particle. The value should be given in hex format, i.e. 0xff0000

for a red tint, and should not include the alpha channel.

Tints are additive, meaning a tint value of white (0xffffff) will

effectively reset the tint to nothing.

Modify the ParticleEmitter.tintFill property to change between

an additive and replacement tint mode.

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

This is a WebGL only feature.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3463
Since: 3.60.0


particleX

particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType, Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType

Description:

The x coordinate the particles are emitted from.

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3044
Since: 3.60.0


particleY

particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType, Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType

Description:

The y coordinate the particles are emitted from.

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3070
Since: 3.60.0


pipeline

pipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The current WebGL pipeline of this Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipeline

Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0


pipelineData

pipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData

Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0


postFX

postFX: Phaser.GameObjects.Components.FX

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such

as glow, blur, bloom, displacements, vignettes and more. You access them via this property,

for example:


const player = this.add.sprite();

player.postFX.addBloom();

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

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

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

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0


postPipelineData

postPipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0


postPipelines

postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the

hasPostPipeline property accordingly.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0


preFX

preFX: Phaser.GameObjects.Components.FX

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such

as glow, blur, bloom, displacements, vignettes and more. You access them via this property,

for example:


const player = this.add.sprite();

player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image

  • Sprite

  • TileSprite

  • Text

  • RenderTexture

  • Video

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

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

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0


processors

processors: Phaser.Structs.List.<Phaser.GameObjects.Particles.ParticleProcessor>

Description:

A list of Particle Processors being managed by this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L890
Since: 3.60.0


quantity

quantity: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

The number of particles that are emitted each time an emission

occurs, i.e. from one 'explosion' or each frame in a 'flow' cycle.

The default is 1.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3606
Since: 3.60.0


radial

radial: boolean

Description:

A radial emitter will emit particles in all directions between angle min and max,

using Phaser.GameObjects.Particles.ParticleEmitter#speed as the value. If set to false then this acts as a point Emitter.

A point emitter will emit particles only in the direction derived from the speedX and speedY values.

Source: src/gameobjects/particles/ParticleEmitter.js#L423
Since: 3.0.0


randomAnim

randomAnim: boolean

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L773
Since: 3.60.0


randomFrame

randomFrame: boolean

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L742
Since: 3.0.0


renderFlags

renderFlags: number

Description:

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not.

The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.

If those components are not used by your custom class then you can use this bitmask as you wish.

Inherits: Phaser.GameObjects.GameObject#renderFlags

Source: src/gameobjects/GameObject.js#L148
Since: 3.0.0


rotation

rotation: number

Description:

The angle of this Game Object in radians.

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

and -PI/2 is up.

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

Inherits: Phaser.GameObjects.Components.Transform#rotation

Source: src/gameobjects/components/Transform.js#L238
Since: 3.0.0


scale

scale: number

Description:

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object

to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this

isn't the case, use the scaleX or scaleY properties instead.

Inherits: Phaser.GameObjects.Components.Transform#scale

Source: src/gameobjects/components/Transform.js#L113
Since: 3.18.0


scaleX

scaleX: number

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0


scaleY

scaleY: number

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

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

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a

Game Object to another Scene by simply changing it.

Inherits: Phaser.GameObjects.GameObject#scene

Source: src/gameobjects/GameObject.js#L39
Since: 3.0.0


scrollFactorX

scrollFactorX: number

Description:

The horizontal scroll factor of this Game Object.

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

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.

It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.

A value of 0 means it will not move at all, even if the camera moves.

Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when

calculating physics collisions. Bodies always collide based on their world position, but changing

the scroll factor is a visual adjustment to where the textures are rendered, which can offset

them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX

Source: src/gameobjects/components/ScrollFactor.js#L16
Since: 3.0.0


scrollFactorY

scrollFactorY: number

Description:

The vertical scroll factor of this Game Object.

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

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.

It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.

A value of 0 means it will not move at all, even if the camera moves.

Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when

calculating physics collisions. Bodies always collide based on their world position, but changing

the scroll factor is a visual adjustment to where the textures are rendered, which can offset

them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY

Source: src/gameobjects/components/ScrollFactor.js#L40
Since: 3.0.0


skipping

skipping: boolean

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L836
Since: 3.60.0


sortCallback

sortCallback: Phaser.Types.GameObjects.Particles.ParticleSortCallback

Description:

The callback used to sort the particles. Only used if sortProperty

has been set. Set this via the setSortCallback method.

Source: src/gameobjects/particles/ParticleEmitter.js#L880
Since: 3.60.0


sortOrderAsc

sortOrderAsc: boolean

Description:

When sortProperty is defined this controls the sorting order,

either ascending or descending. Toggle to control the visual effect.

Source: src/gameobjects/particles/ParticleEmitter.js#L870
Since: 3.60.0


sortProperty

sortProperty: string

Description:

Optionally sort the particles before they render based on this

property. The property must exist on the Particle class, such

as y, lifeT, scaleX, etc.

When set this overrides the particleBringToTop setting.

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

Source: src/gameobjects/particles/ParticleEmitter.js#L855
Since: 3.60.0


speed

speed: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

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

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

given value.

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3194
Since: 3.60.0


speedX

speedX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3224
Since: 3.60.0


speedY

speedY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Description:

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

Accessing this property should typically return a number.

However, it can be set to any valid EmitterOp onEmit type.

Source: src/gameobjects/particles/ParticleEmitter.js#L3248
Since: 3.60.0


state

state: number, string

Description:

The current state of this Game Object.

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

Use this property to track the state of a Game Object during its lifetime. For example, it could change from

a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant

in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons.

If you need to store complex data about your Game Object, look at using the Data Component instead.

Inherits: Phaser.GameObjects.GameObject#state

Source: src/gameobjects/GameObject.js#L77
Since: 3.16.0


stopAfter

stopAfter: number

Description:

If set, either via the Emitter config, or by directly setting this property,

the Particle Emitter will stop emitting particles once this total has been

reached. It will then enter a 'stopped' state, firing the STOP

event. Note that entering a stopped state doesn't mean all the particles

have finished, just that it's not emitting any further ones.

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

Use this if you wish to launch an exact number of particles and then stop

your emitter afterwards.

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

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

Source: src/gameobjects/particles/ParticleEmitter.js#L548
Since: 3.60.0


stopCounter

stopCounter: number

Description:

The internal stop counter.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3784
Since: 3.60.0


tabIndex

tabIndex: number

Description:

The Tab Index of the Game Object.

Reserved for future use by plugins and the Input Manager.

Inherits: Phaser.GameObjects.GameObject#tabIndex

Source: src/gameobjects/GameObject.js#L125
Since: 3.0.0


texture

texture: Phaser.Textures.Texture, Phaser.Textures.CanvasTexture

Description:

The Texture this Game Object is using to render with.

Inherits: Phaser.GameObjects.Components.Texture#texture

Source: src/gameobjects/components/Texture.js#L21
Since: 3.0.0


timeScale

timeScale: number

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L635
Since: 3.0.0


tintFill

tintFill: boolean

Description:

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

false = An additive tint (the default), where vertices colors are blended with the texture.

true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

Source: src/gameobjects/particles/ParticleEmitter.js#L899
Since: 3.60.0


trackVisible

trackVisible: boolean

Description:

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

the Phaser.GameObjects.Particles.ParticleEmitter#follow target's visibility state.

Source: src/gameobjects/particles/ParticleEmitter.js#L721
Since: 3.0.0


type

type: string

Description:

A textual representation of this Game Object, i.e. sprite.

Used internally by Phaser but is available for your own custom classes to populate.

Inherits: Phaser.GameObjects.GameObject#type

Source: src/gameobjects/GameObject.js#L67
Since: 3.0.0


viewBounds

viewBounds: Phaser.Geom.Rectangle

Description:

An optional Rectangle object that is used during rendering to cull Particles from

display. For example, if your particles are limited to only move within a 300x300

sized area from their origin, then you can set this Rectangle to those dimensions.

The renderer will check to see if the viewBounds Rectangle intersects with the

Camera bounds during the render step and if not it will skip rendering the Emitter

entirely.

This allows you to create many emitters in a Scene without the cost of

rendering if the contents aren't visible.

Note that the Emitter will not perform any checks to see if the Particles themselves

are outside of these bounds, or not. It will simply check the bounds against the

camera. Use the getBounds method with the advance parameter to help define

the location and placement of the view bounds.

Source: src/gameobjects/particles/ParticleEmitter.js#L674
Since: 3.60.0


visible

visible: boolean

Description:

The visible state of the Game Object.

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

Inherits: Phaser.GameObjects.Components.Visible#visible

Source: src/gameobjects/components/Visible.js#L31
Since: 3.0.0


w

w: number

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0


worldMatrix

worldMatrix: Phaser.GameObjects.Components.TransformMatrix

Description:

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

Source: src/gameobjects/particles/ParticleEmitter.js#L846
Since: 3.60.0


x

x: number

Description:

The x position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#x

Source: src/gameobjects/components/Transform.js#L70
Since: 3.0.0


y

y: number

Description:

The y position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#y

Source: src/gameobjects/components/Transform.js#L80
Since: 3.0.0


z

z: number

Description:

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use

Phaser.GameObjects.Components.Depth#depth instead.

Inherits: Phaser.GameObjects.Components.Transform#z

Source: src/gameobjects/components/Transform.js#L90
Since: 3.0.0


zoneIndex

zoneIndex: number

Description:

The internal zone index.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3830
Since: 3.60.0


zoneTotal

zoneTotal: number

Description:

The internal zone total.

Treat this property as read-only.

Source: src/gameobjects/particles/ParticleEmitter.js#L3853
Since: 3.60.0


Private Members

_alpha

_alpha: number

Description:

Private internal value. Holds the global alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.AlphaSingle#_alpha

Source: src/gameobjects/components/AlphaSingle.js#L22
Since: 3.0.0


_blendMode

_blendMode: number

Description:

Private internal value. Holds the current blend mode.

Access: private

Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode

Source: src/gameobjects/components/BlendMode.js#L19
Since: 3.0.0


_depth

_depth: number

Description:

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

Access: private

Inherits: Phaser.GameObjects.Components.Depth#_depth

Source: src/gameobjects/components/Depth.js#L19
Since: 3.0.0


_rotation

_rotation: number

Description:

Private internal value. Holds the rotation value in radians.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_rotation

Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0


_scaleX

_scaleX: number

Description:

Private internal value. Holds the horizontal scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleX

Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0


_scaleY

_scaleY: number

Description:

Private internal value. Holds the vertical scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleY

Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0


_visible

_visible: boolean

Description:

Private internal value. Holds the visible value.

Access: private

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0


alive

alive: Array.<Phaser.GameObjects.Particles.Particle>

Description:

An array containing all currently live and rendering Particle instances.

Access: private

Source: src/gameobjects/particles/ParticleEmitter.js#L805
Since: 3.0.0


counters

counters: Float32Array

Description:

Internal array that holds counter data:

0 - flowCounter - The time until next flow cycle.

1 - frameCounter - Counts up to Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity.

2 - animCounter - Counts up to animQuantity.

3 - elapsed - The time remaining until the duration limit is reached.

4 - stopCounter - The number of particles remaining until stopAfter limit is reached.

5 - completeFlag - Has the COMPLETE event been emitted?

6 - zoneIndex - The emit zone index counter.

7 - zoneTotal - The emit zone total counter.

8 - currentFrame - The current texture frame, as an index of Phaser.GameObjects.Particles.ParticleEmitter#frames.

9 - currentAnim - The current animation, as an index of Phaser.GameObjects.Particles.ParticleEmitter#anims.

Access: private

Source: src/gameobjects/particles/ParticleEmitter.js#L815
Since: 3.60.0


dead

dead: Array.<Phaser.GameObjects.Particles.Particle>

Description:

An array containing all currently inactive Particle instances.

Access: private

Source: src/gameobjects/particles/ParticleEmitter.js#L795
Since: 3.0.0


isCropped

isCropped: boolean

Description:

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

Access: private

Inherits: Phaser.GameObjects.Components.Texture#isCropped

Source: src/gameobjects/components/Texture.js#L39
Since: 3.11.0


Public Methods

addDeathZone

<instance> addDeathZone(config)

Description:

Adds a new Particle Death Zone to this Emitter.

A particle is immediately killed as soon as its x/y coordinates intersect

with any of the configured Death Zones.

The source can be a Geometry Shape, such as a Circle, Rectangle or Triangle.

Any valid object from the Phaser.Geometry namespace is allowed, as long as

it supports a contains function. You can set the type to be either onEnter

or onLeave.

A single Death Zone instance can only exist once within this Emitter, but can belong

to multiple Emitters.

Parameters:

name

type

optional

description

config

Phaser.Types.GameObjects.Particles.DeathZoneObject | Array.<Phaser.Types.GameObjects.Particles.DeathZoneObject>

No

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

Returns: Array.<Phaser.GameObjects.Particles.Zones.DeathZone> - An array of the Death Zones that were added to this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1705
Since: 3.60.0


addedToScene

<instance> addedToScene()

Description:

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

Can be overriden by custom Game Objects, but be aware of some Game Objects that

will use this, such as Sprites, to add themselves into the Update List.

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

Inherits: Phaser.GameObjects.GameObject#addedToScene

Source: src/gameobjects/GameObject.js#L562
Since: 3.50.0


addEmitZone

<instance> addEmitZone(zone)

Description:

Adds a new Particle Emission Zone to this Emitter.

An EdgeZone places particles on its edges.

Its source can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle;

or any object with a suitable getPoints method.

A RandomZone places the particles randomly within its interior.

Its source can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getRandomPoint method.

An Emission Zone can only exist once within this Emitter.

Parameters:

name

type

optional

description

zone

Phaser.Types.GameObjects.Particles.EmitZoneData | Array.<Phaser.Types.GameObjects.Particles.EmitZoneData>

No

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

Returns: Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject> - An array of the Emission Zones that were added to this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1803
Since: 3.60.0


addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


addParticleBounds

<instance> addParticleBounds(x, [y], [width], [height], [collideLeft], [collideRight], [collideTop], [collideBottom])

Description:

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

This processor will check to see if any of the active Particles hit

the defined boundary, as specified by a Rectangle shape in world-space.

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

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

property.

You should be careful to ensure that you emit particles within a bounds,

if set, otherwise it will lead to unpredictable visual results as the

particles are hastily repositioned.

The Particle Bounds processor is returned from this method. If you wish

to modify the area you can directly change its bounds property, along

with the collideLeft etc values.

To disable the bounds you can either set its active property to false,

or if you no longer require it, call ParticleEmitter.removeParticleProcessor.

Parameters:

name

type

optional

default

description

x

number | Phaser.Types.GameObjects.Particles.ParticleEmitterBounds

Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt

No

y

number

Yes

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

width

number

Yes

The width of the boundary.

height

number

Yes

The height of the boundary.

collideLeft

boolean

Yes

true

Whether particles interact with the left edge of the bounds.

collideRight

boolean

Yes

true

Whether particles interact with the right edge of the bounds.

collideTop

boolean

Yes

true

Whether particles interact with the top edge of the bounds.

collideBottom

boolean

Yes

true

Whether particles interact with the bottom edge of the bounds.

Returns: Phaser.GameObjects.Particles.ParticleBounds - The Particle Bounds processor.

Source: src/gameobjects/particles/ParticleEmitter.js#L1459
Since: 3.60.0


addParticleProcessor

<instance> addParticleProcessor(processor)

Description:

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

It will start processing particles from the next update as long as its active

property is set.

Tags:

  • generic

Parameters:

name

type

optional

description

processor

T

No

The Particle Processor to add to this Emitter Manager.

Returns: T - The Particle Processor that was added to this Emitter Manager.

Source: src/gameobjects/particles/ParticleEmitter.js#L2034
Since: 3.60.0


addToDisplayList

<instance> addToDisplayList([displayList])

Description:

Adds this Game Object to the given Display List.

If no Display List is specified, it will default to the Display List owned by the Scene to which

this Game Object belongs.

A Game Object can only exist on one Display List at any given time, but may move freely between them.

If this Game Object is already on another Display List when this method is called, it will first

be removed from it, before being added to the new list.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly

disable it from rendering, consider using the setVisible method, instead.

Parameters:

name

type

optional

description

displayList

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

Yes

The Display List to add to. Defaults to the Scene Display List.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE

Inherits: Phaser.GameObjects.GameObject#addToDisplayList

Source: src/gameobjects/GameObject.js#L684
Since: 3.53.0


addToUpdateList

<instance> addToUpdateList()

Description:

Adds this Game Object to the Update List belonging to the Scene.

When a Game Object is added to the Update List it will have its preUpdate method called

every game frame. This method is passed two parameters: delta and time.

If you wish to run your own logic within preUpdate then you should always call

super.preUpdate(delta, time) within it, or it may fail to process required operations,

such as Sprite animations.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0


atLimit

<instance> atLimit()

Description:

Whether this emitter is at either its hard-cap limit (maxParticles), if set, or

the max allowed number of 'alive' particles (maxAliveParticles).

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

Source: src/gameobjects/particles/ParticleEmitter.js#L2195
Since: 3.0.0


clearAlpha

<instance> clearAlpha()

Description:

Clears all alpha values associated with this Game Object.

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#clearAlpha

Source: src/gameobjects/components/AlphaSingle.js#L33
Since: 3.0.0


clearDeathZones

<instance> clearDeathZones()

Description:

Clear all Death Zones from this Particle Emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1788
Since: 3.70.0


clearEmitZones

<instance> clearEmitZones()

Description:

Clear all Emission Zones from this Particle Emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1898
Since: 3.70.0


clearFX

<instance> clearFX()

Description:

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

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

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

Tags:

  • webglOnly

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX

Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0


clearMask

<instance> clearMask([destroyMask])

Description:

Clears the mask that this Game Object was using.

Parameters:

name

type

optional

default

description

destroyMask

boolean

Yes

false

Destroy the mask before clearing it?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#clearMask

Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2


copyPosition

<instance> copyPosition(source)

Description:

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

Parameters:

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#copyPosition

Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0


createBitmapMask

<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])

Description:

Creates and returns a Bitmap Mask. This mask can be used by any Game Object,

including this one, or a Dynamic Texture.

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

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

A renderable Game Object is one that uses a texture to render with, such as an

Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture,

it will use itself as the object. This means you can call this method to create

a Bitmap Mask from any renderable texture-based Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

maskObject

Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture

Yes

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

x

number

Yes

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

y

number

Yes

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

texture

string | Phaser.Textures.Texture

Yes

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

Yes

Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2


createEmitter

<instance> createEmitter()

Description:

Prints a warning to the console if you mistakenly call this function

thinking it works the same way as Phaser v3.55.

Source: src/gameobjects/particles/ParticleEmitter.js#L3032
Since: 3.60.0


createGeometryMask

<instance> createGeometryMask([graphics])

Description:

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

including this one.

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

If you do not provide a graphics object, and this Game Object is an instance

of a Graphics object, then it will use itself to create the mask.

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

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

graphics

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

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

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask

Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2


createGravityWell

<instance> createGravityWell(config)

Description:

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

Parameters:

name

type

optional

description

config

Phaser.Types.GameObjects.Particles.GravityWellConfig

No

Configuration settings for the Gravity Well to create.

Returns: Phaser.GameObjects.Particles.GravityWell - The Gravity Well that was created.

Source: src/gameobjects/particles/ParticleEmitter.js#L2106
Since: 3.60.0


depthSort

<instance> depthSort()

Description:

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2532
Since: 3.0.0


depthSortCallback

<instance> depthSortCallback(a, b)

Description:

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

Parameters:

name

type

optional

description

a

object

No

The first particle.

b

object

No

The second particle.

Returns: number - The difference of a and b's y coordinates.

Source: src/gameobjects/particles/ParticleEmitter.js#L2547
Since: 3.0.0


destroy

<instance> destroy([fromScene])

Description:

Destroys this Game Object removing it from the Display List and Update List and

severing all ties to parent resources.

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

Use this to remove a Game Object from your game if you don't ever plan to use it again.

As long as no reference to it exists within your own code it should become free for

garbage collection by the browser.

If you just want to temporarily disable an object then look at using the

Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:

name

type

optional

default

description

fromScene

boolean

Yes

false

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

Fires: Phaser.GameObjects.Events#event:DESTROY

Inherits: Phaser.GameObjects.GameObject#destroy

Source: src/gameobjects/GameObject.js#L855
Since: 3.0.0


disableInteractive

<instance> disableInteractive([resetCursor])

Description:

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

An object that is disabled for input stops processing or being considered for

input events, but can be turned back on again at any time by simply calling

setInteractive() with no arguments provided.

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

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


emitParticle

<instance> emitParticle([count], [x], [y])

Description:

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

Parameters:

name

type

optional

default

description

count

number

Yes

"this.quantity"

The number of Particles to emit.

x

number

Yes

"this.x"

The x coordinate to emit the Particles from.

y

number

Yes

"this.x"

The y coordinate to emit the Particles from.

Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.

Source: src/gameobjects/particles/ParticleEmitter.js#L2648
Since: 3.0.0


emitParticleAt

<instance> emitParticleAt([x], [y], [count])

Description:

Emits particles at the given position. If no position is given, it will

emit from this Emitters current location.

Parameters:

name

type

optional

default

description

x

number

Yes

"this.x"

The x coordinate to emit the Particles from.

y

number

Yes

"this.x"

The y coordinate to emit the Particles from.

count

number

Yes

"this.quantity"

The number of Particles to emit.

Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.

Source: src/gameobjects/particles/ParticleEmitter.js#L2630
Since: 3.0.0


eventNames

<instance> eventNames()

Description:

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

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


explode

<instance> explode([count], [x], [y])

Description:

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

Parameters:

name

type

optional

default

description

count

number

Yes

"this.quantity"

The number of Particles to emit.

x

number

Yes

"this.x"

The x coordinate to emit the Particles from.

y

number

Yes

"this.x"

The y coordinate to emit the Particles from.

Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.

Fires: Phaser.GameObjects.Particles.Events#event:EXPLODE

Source: src/gameobjects/particles/ParticleEmitter.js#L2604
Since: 3.0.0


fastForward

<instance> fastForward(time, [delta])

Description:

Fast forwards this Particle Emitter and all of its particles.

Works by running the Emitter preUpdate handler in a loop until the time

has been reached at delta steps per loop.

All callbacks and emitter related events that would normally be fired

will still be invoked.

You can make an emitter 'fast forward' via the emitter config using the

advance property. Set this value to the number of ms you wish the

emitter to be fast-forwarded by. Or, call this method post-creation.

Parameters:

name

type

optional

description

time

number

No

The number of ms to advance the Particle Emitter by.

delta

number

Yes

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2729
Since: 3.60.0


flow

<instance> flow(frequency, [count], [stopAfter])

Description:

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

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

Parameters:

name

type

optional

default

description

frequency

number

No

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

count

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Yes

1

The number of particles to emit at each flow cycle.

stopAfter

number

Yes

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Fires: Phaser.GameObjects.Particles.Events#event:START

Source: src/gameobjects/particles/ParticleEmitter.js#L2572
Since: 3.0.0


forEachAlive

<instance> forEachAlive(callback, context)

Description:

Calls a function for each active particle in this emitter. The function is

sent two parameters: a reference to the Particle instance and to this Emitter.

Parameters:

name

type

optional

description

callback

Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

No

The function.

context

*

No

The functions calling context.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2301
Since: 3.0.0


forEachDead

<instance> forEachDead(callback, context)

Description:

Calls a function for each inactive particle in this emitter.

Parameters:

name

type

optional

description

callback

Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

No

The function.

context

*

No

The functions calling context.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2327
Since: 3.0.0


getAliveParticleCount

<instance> getAliveParticleCount()

Description:

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

Returns: number - The number of particles with active=true.

Source: src/gameobjects/particles/ParticleEmitter.js#L2156
Since: 3.0.0


getAnim

<instance> getAnim()

Description:

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

Returns: string - The animation to play, or null if there aren't any.

Source: src/gameobjects/particles/ParticleEmitter.js#L1332
Since: 3.60.0


getBounds

<instance> getBounds([padding], [advance], [delta], [output])

Description:

Returns a bounds Rectangle calculated from the bounds of all currently

active Particles in this Emitter. If this Emitter has only just been

created and not yet rendered, then calling this method will return a Rectangle

with a max safe integer for dimensions. Use the advance parameter to

avoid this.

Typically it takes a few seconds for a flow Emitter to 'warm up'. You can

use the advance and delta parameters to force the Emitter to

'fast forward' in time to try and allow the bounds to be more accurate,

as it will calculate the bounds based on the particle bounds across all

timesteps, giving a better result.

You can also use the padding parameter to increase the size of the

bounds. Emitters with a lot of randomness in terms of direction or lifespan

can often return a bounds smaller than their possible maximum. By using

the padding (and advance if needed) you can help limit this.

Parameters:

name

type

optional

description

padding

number

Yes

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

advance

number

Yes

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

delta

number

Yes

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

output

Phaser.Geom.Rectangle

Yes

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

Returns: Phaser.Geom.Rectangle - A Rectangle containing the calculated bounds of this Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2930
Since: 3.60.0


getData

<instance> getData(key)

Description:

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

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


sprite.getData('gold');

Or access the value directly:


sprite.data.values.gold;

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


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

This approach is useful for destructuring arrays in ES6.

Parameters:

name

type

optional

description

key

string | Array.<string>

No

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

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

Inherits: Phaser.GameObjects.GameObject#getData

Source: src/gameobjects/GameObject.js#L416
Since: 3.0.0


getDeadParticleCount

<instance> getDeadParticleCount()

Description:

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

Returns: number - The number of particles with active=false.

Source: src/gameobjects/particles/ParticleEmitter.js#L2169
Since: 3.0.0


getDeathZone

<instance> getDeathZone(particle)

Description:

Takes the given particle and checks to see if any of the configured Death Zones

will kill it and returns the result. This method is called automatically as part

of the Particle.update process.

Parameters:

name

type

optional

description

particle

Phaser.GameObjects.Particles.Particle

No

The particle to test against the Death Zones.

Returns: boolean - true if the particle should be killed, otherwise false.

Fires: Phaser.GameObjects.Particles.Events#event:DEATH_ZONE

Source: src/gameobjects/particles/ParticleEmitter.js#L1962
Since: 3.60.0


getDisplayList

<instance> getDisplayList()

Description:

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.

Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null.

Inherits: Phaser.GameObjects.GameObject#getDisplayList

Source: src/gameobjects/GameObject.js#L823
Since: 3.85.0


getEmitZone

<instance> getEmitZone(particle)

Description:

Takes the given particle and sets its x/y coordinates to match the next available

emission zone, if any have been configured. This method is called automatically

as part of the Particle.fire process.

The Emit Zones are iterated in sequence. Once a zone has had a particle emitted

from it, then the next zone is used and so on, in a loop.

Parameters:

name

type

optional

description

particle

Phaser.GameObjects.Particles.Particle

No

The particle to set the emission zone for.

Source: src/gameobjects/particles/ParticleEmitter.js#L1915
Since: 3.60.0


getFrame

<instance> getFrame()

Description:

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

Returns: Phaser.Textures.Frame - The texture frame.

Source: src/gameobjects/particles/ParticleEmitter.js#L1221
Since: 3.0.0


getIndexList

<instance> getIndexList()

Description:

Returns an array containing the display list index of either this Game Object, or if it has one,

its parent Container. It then iterates up through all of the parent containers until it hits the

root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of

this Game Object and all of its ancestors.

Returns: Array.<number> - An array of display list position indexes.

Inherits: Phaser.GameObjects.GameObject#getIndexList

Source: src/gameobjects/GameObject.js#L635
Since: 3.4.0


getLocalPoint

<instance> getLocalPoint(x, y, [point], [camera])

Description:

Takes the given x and y coordinates and converts them into local space for this

Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no

camera is specified, it will use the main camera from the Scene to which this

Game Object belongs.

Parameters:

name

type

optional

description

x

number

No

The x position to translate.

y

number

No

The y position to translate.

point

Phaser.Math.Vector2

Yes

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

camera

Phaser.Cameras.Scene2D.Camera

Yes

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

Returns: Phaser.Math.Vector2 - The translated point.

Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint

Source: src/gameobjects/components/Transform.js#L542
Since: 3.50.0


getLocalTransformMatrix

<instance> getLocalTransformMatrix([tempMatrix])

Description:

Gets the local transform matrix for this Game Object.

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

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

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix

Source: src/gameobjects/components/Transform.js#L484
Since: 3.4.0


getParentRotation

<instance> getParentRotation()

Description:

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

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

Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#getParentRotation

Source: src/gameobjects/components/Transform.js#L592
Since: 3.18.0


getParticleCount

<instance> getParticleCount()

Description:

Gets the total number of particles in this emitter.

Returns: number - The number of particles, including both alive and dead.

Source: src/gameobjects/particles/ParticleEmitter.js#L2182
Since: 3.0.0


getPipelineName

<instance> getPipelineName()

Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

Tags:

  • webglOnly

Returns: string - The string-based name of the pipeline being used by this Game Object, or null.

Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName

Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0


getPostPipeline

<instance> getPostPipeline(pipeline)

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | function

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0


getProcessors

<instance> getProcessors()

Description:

Gets all active Particle Processors.

Returns: Array.<Phaser.GameObjects.Particles.ParticleProcessor> - - An array of active Particle Processors.

Source: src/gameobjects/particles/ParticleEmitter.js#L2093
Since: 3.60.0


getWorldTransformMatrix

<instance> getWorldTransformMatrix([tempMatrix], [parentMatrix])

Description:

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

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

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

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

A temporary matrix to hold parent values during the calculations.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix

Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0


incData

<instance> incData(key, [amount])

Description:

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

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

before setting the value.

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

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

Parameters:

name

type

optional

default

description

key

string

No

The key to change the value for.

amount

number

Yes

1

The amount to increase the given key by. Pass a negative value to decrease the key.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#incData

Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0


initPipeline

<instance> initPipeline([pipeline])

Description:

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

Yes

Either the string-based name of the pipeline, or a pipeline instance to set.

Returns: boolean - true if the pipeline was set successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline

Source: src/gameobjects/components/Pipeline.js#L53
Since: 3.0.0


initPostPipeline

<instance> initPostPipeline([preFX])

Description:

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

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

calling again.

After that, use setPostPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

preFX

boolean

Yes

false

Does this Game Object support Pre FX?

Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0


killAll

<instance> killAll()

Description:

Deactivates every particle in this emitter immediately.

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2278
Since: 3.0.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


onParticleDeath

<instance> onParticleDeath(callback, [context])

Description:

Sets a function to call for each particle death.

Parameters:

name

type

optional

description

callback

Phaser.Types.GameObjects.Particles.ParticleDeathCallback

No

The function.

context

*

Yes

The function's calling context.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2246
Since: 3.0.0


onParticleEmit

<instance> onParticleEmit(callback, [context])

Description:

Sets a function to call for each newly emitted particle.

Parameters:

name

type

optional

description

callback

Phaser.Types.GameObjects.Particles.ParticleEmitterCallback

No

The function.

context

*

Yes

The calling context.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2214
Since: 3.0.0


overlap

<instance> overlap(target)

Description:

Takes either a Rectangle Geometry object or an Arcade Physics Body and tests

to see if it intersects with any currently alive Particle in this Emitter.

Overlapping particles are returned in an array, where you can perform further

processing on them. If nothing overlaps then the array will be empty.

Parameters:

name

type

optional

description

target

Phaser.Geom.Rectangle | Phaser.Physics.Arcade.Body

No

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

Returns: Array.<Phaser.GameObjects.Particles.Particle> - An array of Particles that overlap with the given target.

Source: src/gameobjects/particles/ParticleEmitter.js#L2894
Since: 3.60.0


pause

<instance> pause()

Description:

Deactivates the emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2431
Since: 3.0.0


preDestroy

<instance> preDestroy()

Description:

Destroys this Particle Emitter and all Particles it owns.

Source: src/gameobjects/particles/ParticleEmitter.js#L3922
Since: 3.60.0


preUpdate

<instance> preUpdate(time, delta)

Description:

Updates this emitter and its particles.

Parameters:

name

type

optional

description

time

number

No

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

delta

number

No

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

Fires: Phaser.GameObjects.Particles.Events#event:COMPLETE

Source: src/gameobjects/particles/ParticleEmitter.js#L2770
Since: 3.0.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removeDeathZone

<instance> removeDeathZone(zone)

Description:

Removes the given Particle Death Zone from this Emitter.

Parameters:

name

type

optional

description

zone

Phaser.GameObjects.Particles.Zones.DeathZone

No

The Death Zone that should be removed from this Emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1771
Since: 3.60.0


removedFromScene

<instance> removedFromScene()

Description:

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

Can be overriden by custom Game Objects, but be aware of some Game Objects that

will use this, such as Sprites, to removed themselves from the Update List.

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

Inherits: Phaser.GameObjects.GameObject#removedFromScene

Source: src/gameobjects/GameObject.js#L577
Since: 3.50.0


removeEmitZone

<instance> removeEmitZone(zone)

Description:

Removes the given Particle Emission Zone from this Emitter.

Parameters:

name

type

optional

description

zone

Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone

No

The Emission Zone that should be removed from this Emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1879
Since: 3.60.0


removeFromDisplayList

<instance> removeFromDisplayList()

Description:

Removes this Game Object from the Display List it is currently on.

A Game Object can only exist on one Display List at any given time, but may move freely removed

and added back at a later stage.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly

disable it from rendering, consider using the setVisible method, instead.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE

Inherits: Phaser.GameObjects.GameObject#removeFromDisplayList

Source: src/gameobjects/GameObject.js#L760
Since: 3.53.0


removeFromUpdateList

<instance> removeFromUpdateList()

Description:

Removes this Game Object from the Scene's Update List.

When a Game Object is on the Update List, it will have its preUpdate method called

every game frame. Calling this method will remove it from the list, preventing this.

Removing a Game Object from the Update List will stop most internal functions working.

For example, removing a Sprite from the Update List will prevent it from being able to

run animations.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList

Source: src/gameobjects/GameObject.js#L798
Since: 3.53.0


removeInteractive

<instance> removeInteractive([resetCursor])

Description:

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

for removal, causing it to no longer be interactive. The removal happens on

the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed,

removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to

re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use

disableInteractive instead, as that toggles the interactive state, where-as

this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being

interactive. Instead, access the hitarea object directly and resize the shape

being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the

shape is a Rectangle, which it is by default.)

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#removeInteractive

Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


removeParticleProcessor

<instance> removeParticleProcessor(processor)

Description:

Removes a Particle Processor from this Emitter.

The Processor must belong to this Emitter to be removed.

It is not destroyed when removed, allowing you to move it to another Emitter Manager,

so if you no longer require it you should call its destroy method directly.

Tags:

  • generic

Parameters:

name

type

optional

description

processor

T

No

The Particle Processor to remove from this Emitter Manager.

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

Source: src/gameobjects/particles/ParticleEmitter.js#L2065
Since: 3.60.0


removePostPipeline

<instance> removePostPipeline(pipeline)

Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

The string-based name of the pipeline, or a pipeline class.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0


reserve

<instance> reserve(count)

Description:

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

If ParticleEmitter.maxParticles is set it will limit the

value passed to this method to make sure it's not exceeded.

Parameters:

name

type

optional

description

count

number

No

The number of particles to create.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2121
Since: 3.0.0


resetCounters

<instance> resetCounters(frequency, on)

Description:

Resets the internal counter trackers.

You shouldn't ever need to call this directly.

Parameters:

name

type

optional

description

frequency

number

No

The frequency counter.

on

boolean

No

Set the complete flag.

Source: src/gameobjects/particles/ParticleEmitter.js#L1153
Since: 3.60.0


resetPipeline

<instance> resetPipeline([resetData])

Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the pipelineData object to being an empty object?

Returns: boolean - true if the pipeline was reset successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline

Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0


resetPostPipeline

<instance> resetPostPipeline([resetData])

Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling

the destroy method on each post pipeline and then clearing the local array.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0


resume

<instance> resume()

Description:

Activates the emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2446
Since: 3.0.0


setAbove

<instance> setAbove(gameObject)

Description:

Move this Game Object so that it appears above the given Game Object.

This means it will render immediately after the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be above.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setAbove

Source: src/gameobjects/components/Depth.js#L139
Since: 3.85.0


setActive

<instance> setActive(value)

Description:

Sets the active property of this Game Object and returns this Game Object for further chaining.

A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:

name

type

optional

description

value

boolean

No

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0


setAlpha

<instance> setAlpha([value])

Description:

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.

Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

Parameters:

name

type

optional

default

description

value

number

Yes

1

The alpha value applied across the whole Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.AlphaSingle#setAlpha

Source: src/gameobjects/components/AlphaSingle.js#L48
Since: 3.0.0


setAngle

<instance> setAngle([degrees])

Description:

Sets the angle of this Game Object.

Parameters:

name

type

optional

default

description

degrees

number

Yes

0

The rotation of this Game Object, in degrees.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setAngle

Source: src/gameobjects/components/Transform.js#L364
Since: 3.0.0


setAnim

<instance> setAnim(anims, [pickRandom], [quantity])

Description:

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

anim: 'red'

anim: [ 'red', 'green', 'blue', 'pink', 'white' ]

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

Call this method at least once before any particles are created, or set anim in the Particle Emitter's configuration when creating the Emitter.

Parameters:

name

type

optional

default

description

anims

string | Array.<string>

Phaser.Types.GameObjects.Particles.ParticleEmitterAnimConfig

No

pickRandom

boolean

Yes

true

Whether animations should be assigned at random from anims. If a config object is given, this parameter is ignored.

quantity

number

Yes

1

The number of consecutive particles that will receive each animation. If a config object is given, this parameter is ignored.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1373
Since: 3.60.0


setBelow

<instance> setBelow(gameObject)

Description:

Move this Game Object so that it appears below the given Game Object.

This means it will render immediately under the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be below.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setBelow

Source: src/gameobjects/components/Depth.js#L167
Since: 3.85.0


setBlendMode

<instance> setBlendMode(value)

Description:

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • NORMAL

  • ADD

  • MULTIPLY

  • SCREEN

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

Canvas has more available depending on browser support.

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

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending

on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these

reasons try to be careful about the construction of your Scene and the frequency in which blend modes

are used.

Parameters:

name

type

optional

description

value

string | Phaser.BlendModes

number

No

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0


setConfig

<instance> setConfig(config)

Description:

Takes an Emitter Configuration file and resets this Emitter, using any

properties defined in the config to then set it up again.

Parameters:

name

type

optional

description

config

Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

No

Settings for this emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L936
Since: 3.60.0


setData

<instance> setData(key, [data])

Description:

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

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

before setting the value.

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


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

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


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

To get a value back again you can call getData:


sprite.getData('gold');

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


sprite.data.values.gold += 50;

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

If the key already exists, a changedata event is emitted instead, along an event named after the key.

For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.

These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.

This means the keys gold and Gold are treated as two unique values within the Data Manager.

Tags:

  • generic
  • genericUse

Parameters:

name

type

optional

description

key

string | object

No

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

data

*

Yes

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setData

Source: src/gameobjects/GameObject.js#L295
Since: 3.0.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0


setDepth

<instance> setDepth(value)

Description:

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order

of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth

value will always render in front of one with a lower value.

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

Parameters:

name

type

optional

description

value

number

No

The depth of this Game Object. Ensure this value is only ever a number data-type.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setDepth

Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0


setEmitterAngle

<instance> setEmitterAngle(value)

Description:

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

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

Parameters:

name

type

optional

description

value

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

No

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1626
Since: 3.0.0


setEmitterFrame

<instance> setEmitterFrame(frames, [pickRandom], [quantity])

Description:

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

frame: 0

frame: 'red'

frame: [ 0, 1, 2, 3 ]

frame: [ 'red', 'green', 'blue', 'pink', 'white' ]

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

Parameters:

name

type

optional

default

description

frames

array | string

number

Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig

No

pickRandom

boolean

Yes

true

Whether frames should be assigned at random from frames.

quantity

number

Yes

1

The number of consecutive particles that will receive each frame.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1265
Since: 3.0.0


setEmitZone

<instance> setEmitZone(zone)

Description:

Changes the currently active Emission Zone. The zones should have already

been added to this Emitter either via the emitter config, or the

addEmitZone method.

Call this method by passing either a numeric zone index value, or

the zone instance itself.

Prior to v3.60 an Emitter could only have a single Emit Zone and this

method was how you set it. From 3.60 and up it now performs a different

function and swaps between all available active zones.

Parameters:

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1994
Since: 3.0.0


setFrame

<instance> setFrame(frame, [updateSize], [updateOrigin])

Description:

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

If you pass a string or index then the Frame has to belong to the current Texture being used

by this Game Object.

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

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

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

Parameters:

name

type

optional

default

description

frame

string | number

Phaser.Textures.Frame

No

updateSize

boolean

Yes

true

Should this call adjust the size of the Game Object?

updateOrigin

boolean

Yes

true

Should this call adjust the origin of the Game Object?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Texture#setFrame

Source: src/gameobjects/components/Texture.js#L75
Since: 3.0.0


setFrequency

<instance> setFrequency(frequency, [quantity])

Description:

Sets the emitter's Phaser.GameObjects.Particles.ParticleEmitter#frequency

and Phaser.GameObjects.Particles.ParticleEmitter#quantity.

Parameters:

name

type

optional

description

frequency

number

No

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

quantity

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

Yes

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1679
Since: 3.0.0


setInteractive

<instance> setInteractive([hitArea], [callback], [dropZone])

Description:

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

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area

for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced

input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If

this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific

shape for it to use.

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

Parameters:

name

type

optional

default

description

hitArea

Phaser.Types.Input.InputConfiguration | any

Yes

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

Yes

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

Yes

false

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0


setMask

<instance> setMask(mask)

Description:

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

The mask must have been previously created and can be either a GeometryMask or a BitmapMask.

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

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

Masks are positioned in global space and are not relative to the Game Object to which they

are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component

that allows you to limit what is visible during the render pass.

Parameters:

name

type

optional

description

mask

Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

No

The mask this Game Object will use when rendering.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#setMask

Source: src/gameobjects/components/Mask.js#L28
Since: 3.6.2


setName

<instance> setName(value)

Description:

Sets the name property of this Game Object and returns this Game Object for further chaining.

The name property is not populated by Phaser and is presented for your own use.

Parameters:

name

type

optional

description

value

string

No

The name to be given to this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0


setParticleAlpha

<instance> setParticleAlpha(value)

Description:

Sets the opacity (alpha) of emitted particles.

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

Parameters:

name

type

optional

description

value

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType

No

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1587
Since: 3.60.0


setParticleGravity

<instance> setParticleGravity(x, y)

Description:

Sets the gravity applied to emitted particles.

Parameters:

name

type

optional

description

x

number

No

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

y

number

No

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1568
Since: 3.60.0


setParticleLifespan

<instance> setParticleLifespan(value)

Description:

Sets the lifespan of newly emitted particles in milliseconds.

Parameters:

name

type

optional

description

value

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

No

The lifespan of a particle, in ms.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1645
Since: 3.60.0


setParticleScale

<instance> setParticleScale([x], [y])

Description:

Sets the vertical and horizontal scale of the emitted particles.

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

Parameters:

name

type

optional

default

description

x

number

Yes

1

The horizontal scale of the emitted Particles.

y

number

Yes

"x"

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1544
Since: 3.60.0


setParticleSpeed

<instance> setParticleSpeed(x, [y])

Description:

Sets the initial radial speed of emitted particles.

Changes the emitter to radial mode.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal speed of the emitted Particles.

y

number

Yes

"x"

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1510
Since: 3.60.0


setParticleTint

<instance> setParticleTint(value)

Description:

Sets the color tint of emitted particles.

This is a WebGL only feature.

Tags:

  • webglOnly

Parameters:

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1606
Since: 3.60.0


setPipeline

<instance> setPipeline(pipeline, [pipelineData], [copyData])

Description:

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

No

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData

object

Yes

Optional pipeline data object that is set in to the pipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline

Source: src/gameobjects/components/Pipeline.js#L100
Since: 3.0.0


setPipelineData

<instance> setPipelineData(key, [value])

Description:

Adds an entry to the pipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData

Source: src/gameobjects/components/Pipeline.js#L144
Since: 3.50.0


setPosition

<instance> setPosition([x], [y], [z], [w])

Description:

Sets the position of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The x position of this Game Object.

y

number

Yes

"x"

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

z

number

Yes

0

The z position of this Game Object.

w

number

Yes

0

The w position of this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setPosition

Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0


setPostPipeline

<instance> setPostPipeline(pipelines, [pipelineData], [copyData])

Description:

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and

are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this

Game Object. When the renderer processes this Game Object, it iterates through the post

pipelines in the order in which they appear in the array. If you are stacking together

multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing

post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also set the postPipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipelines

string | Array.<string>

function

Array.<function()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Description:

Adds an entry to the postPipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0


setQuantity

<instance> setQuantity(quantity)

Description:

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

Parameters:

name

type

optional

description

quantity

Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType

No

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1662
Since: 3.0.0


setRadial

<instance> setRadial([value])

Description:

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

Parameters:

name

type

optional

default

description

value

boolean

Yes

true

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1440
Since: 3.0.0


setRandomPosition

<instance> setRandomPosition([x], [y], [width], [height])

Description:

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

the given area.

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

The position does not factor in the size of this Game Object, meaning that only the origin is

guaranteed to be within the area.

Parameters:

name

type

optional

default

description

x

number

Yes

0

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

y

number

Yes

0

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

width

number

Yes

The width of the random area.

height

number

Yes

The height of the random area.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition

Source: src/gameobjects/components/Transform.js#L313
Since: 3.8.0


setRotation

<instance> setRotation([radians])

Description:

Sets the rotation of this Game Object.

Parameters:

name

type

optional

default

description

radians

number

Yes

0

The rotation of this Game Object, in radians.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRotation

Source: src/gameobjects/components/Transform.js#L345
Since: 3.0.0


setScale

<instance> setScale([x], [y])

Description:

Sets the scale of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

1

The horizontal scale of this Game Object.

y

number

Yes

"x"

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setScale

Source: src/gameobjects/components/Transform.js#L383
Since: 3.0.0


setScrollFactor

<instance> setScrollFactor(x, [y])

Description:

Sets the scroll factor of this Game Object.

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

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.

It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.

A value of 0 means it will not move at all, even if the camera moves.

Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when

calculating physics collisions. Bodies always collide based on their world position, but changing

the scroll factor is a visual adjustment to where the textures are rendered, which can offset

them from physics bodies if not accounted for in your code.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal scroll factor of this Game Object.

y

number

Yes

"x"

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor

Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0


setSortCallback

<instance> setSortCallback([callback])

Description:

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

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

The callback will be sent two parameters: the two Particles being compared,

and must adhere to the criteria of the compareFn in Array.sort:

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

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

Setting your own callback will override both the particleBringToTop and

sortProperty settings of this Emitter.

Parameters:

name

type

optional

description

callback

Phaser.Types.GameObjects.Particles.ParticleSortCallback

Yes

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2494
Since: 3.60.0


setSortProperty

<instance> setSortProperty([property], [ascending])

Description:

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

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

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

or lifeT.

The 'alive' particles array is sorted in place each game frame. Setting a

sort property will override the particleBringToTop setting.

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

Parameters:

name

type

optional

default

description

property

string

Yes

The property on the Particle class to sort by.

ascending

boolean

Yes

true

Should the particles be sorted in ascending or descending order?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L2461
Since: 3.60.0


setState

<instance> setState(value)

Description:

Sets the current state of this Game Object.

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

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'.

The state value should typically be an integer (ideally mapped to a constant

in your game code), but could also be a string. It is recommended to keep it light and simple.

If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:

name

type

optional

description

value

number | string

No

The state of the Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0


setTexture

<instance> setTexture(key, [frame], [updateSize], [updateOrigin])

Description:

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

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

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

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

Parameters:

name

type

optional

default

description

key

string | Phaser.Textures.Texture

No

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

frame

string | number

Yes

The name or index of the frame within the Texture.

updateSize

boolean

Yes

true

Should this call adjust the size of the Game Object?

updateOrigin

boolean

Yes

true

Should this call change the origin of the Game Object?

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Texture#setTexture

Source: src/gameobjects/components/Texture.js#L49
Since: 3.0.0


setToBack

<instance> setToBack()

Description:

Sets this Game Object to the back of the display list, or the back of its parent container.

Being at the back means it will render below everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToBack

Source: src/gameobjects/components/Depth.js#L115
Since: 3.85.0


setToTop

<instance> setToTop()

Description:

Sets this Game Object to be at the top of the display list, or the top of its parent container.

Being at the top means it will render on-top of everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0


setVisible

<instance> setVisible(value)

Description:

Sets the visibility of this Game Object.

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

Parameters:

name

type

optional

description

value

boolean

No

The visible state of the Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0


setW

<instance> setW([value])

Description:

Sets the w position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The w position of this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setW

Source: src/gameobjects/components/Transform.js#L465
Since: 3.0.0


setX

<instance> setX([value])

Description:

Sets the x position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The x position of this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setX

Source: src/gameobjects/components/Transform.js#L405
Since: 3.0.0


setY

<instance> setY([value])

Description:

Sets the y position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The y position of this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setY

Source: src/gameobjects/components/Transform.js#L424
Since: 3.0.0


setZ

<instance> setZ([value])

Description:

Sets the z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use

Phaser.GameObjects.Components.Depth#setDepth instead.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The z position of this Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setZ

Source: src/gameobjects/components/Transform.js#L443
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js#L31
Since: 3.0.0


start

<instance> start([advance], [duration])

Description:

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

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

If this emitter is in explode mode (frequency = -1), nothing will happen.

Use Phaser.GameObjects.Particles.ParticleEmitter#explode or Phaser.GameObjects.Particles.ParticleEmitter#flow instead.

Calling this method will emit the START event.

Parameters:

name

type

optional

default

description

advance

number

Yes

0

Advance this number of ms in time through the emitter.

duration

number

Yes

0

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Fires: Phaser.GameObjects.Particles.Events#event:START

Source: src/gameobjects/particles/ParticleEmitter.js#L2351
Since: 3.0.0


startFollow

<instance> startFollow(target, [offsetX], [offsetY], [trackVisible])

Description:

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

Parameters:

name

type

optional

default

description

target

Phaser.Types.Math.Vector2Like

No

The Object to follow.

offsetX

number

Yes

0

Horizontal offset of the particle origin from the Game Object.

offsetY

number

Yes

0

Vertical offset of the particle origin from the Game Object.

trackVisible

boolean

Yes

false

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1178
Since: 3.0.0


stop

<instance> stop([kill])

Description:

Turns off the emitter and

stops it from emitting further particles. Currently alive particles will remain

active until they naturally expire unless you set the kill parameter to true.

Calling this method will emit the STOP event. When the final particle has

expired the COMPLETE event will be emitted.

Parameters:

name

type

optional

default

description

kill

boolean

Yes

false

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

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Fires: Phaser.GameObjects.Particles.Events#event:STOP

Source: src/gameobjects/particles/ParticleEmitter.js#L2396
Since: 3.11.0


stopFollow

<instance> stopFollow()

Description:

Stops following a Game Object.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1204
Since: 3.0.0


toggleData

<instance> toggleData(key)

Description:

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

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

before setting the value.

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

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

Parameters:

name

type

optional

description

key

string

No

The key to toggle the value for.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0


toJSON

<instance> toJSON()

Description:

Creates a description of this emitter suitable for JSON serialization.

Overrides: Phaser.GameObjects.GameObject#toJSON

Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.

Source: src/gameobjects/particles/ParticleEmitter.js#L1102
Since: 3.0.0


update

<instance> update([args])

Description:

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

Parameters:

name

type

optional

description

args

*

Yes

args

Inherits: Phaser.GameObjects.GameObject#update

Source: src/gameobjects/GameObject.js#L592
Since: 3.0.0


updateConfig

<instance> updateConfig(config)

Description:

Takes an existing Emitter Configuration file and updates this Emitter.

Existing properties are overriden while new properties are added. The

updated configuration is then passed to the setConfig method to reset

the Emitter with the updated configuration.

Parameters:

name

type

optional

description

config

Phaser.Types.GameObjects.Particles.ParticleEmitterConfig

No

Settings for this emitter.

Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.

Source: src/gameobjects/particles/ParticleEmitter.js#L1072
Since: 3.85.0


willRender

<instance> willRender(camera)

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not.

Also checks the Game Object against the given Cameras exclusion list.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

Returns: boolean - True if the Game Object should be rendered, otherwise false.

Inherits: Phaser.GameObjects.GameObject#willRender

Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0


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