The horizontal position of the light.
The vertical position of the light.
The radius of the light.
The red color of the light. A value between 0 and 1.
The green color of the light. A value between 0 and 1.
The blue color of the light. A value between 0 and 1.
The intensity of the light.
Optionalz: number
The z position of the light. If not given, it will be set to radius * 0.1.
The bottommost point of the Circle, equal to y + radius. Setting this value adjusts the
y position of the circle's center while keeping the radius unchanged.
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call Camera.ignore, however you can
set this property directly using the Camera.id property:
The color of the light.
Whether this Light is restricted to a cone.
The inner cone angle, in radians. Fragments inside this angle receive full light.
The outer cone angle, in radians. Fragments outside this angle receive no light.
The cone direction, in radians, in world space.
The diameter of the Circle, which is twice the radius. Setting this value also updates the radius accordingly.
The height of this Light Game Object. This is the same as Light.diameter.
The horizontal display origin of this Game Object, expressed in pixels.
Unlike originX, which is a normalized value between 0 and 1, the display origin is the
calculated pixel offset derived from the Game Object's width multiplied by its originX value.
Setting this property updates originX accordingly.
The vertical display origin of this Game Object, expressed in pixels.
Unlike originY, which is a normalized value between 0 and 1, the display origin is the
calculated pixel offset derived from the Game Object's height multiplied by its originY value.
Setting this property updates originY accordingly.
The width of this Light Game Object. This is the same as Light.diameter.
The height of this Light Game Object. This is the same as Light.diameter.
The intensity of the light. This scales the overall brightness of the light effect. A value of 1 is considered normal brightness. Higher values produce a stronger, brighter light.
The leftmost point of the Circle, equal to x - radius. Setting this value adjusts the
x position of the circle's center while keeping the radius unchanged.
The horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.
Set this value with setOrigin().
The vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.
Set this value with setOrigin().
The radius of the Circle. Setting this value also updates the diameter accordingly.
The flags that are compared against RENDER_MASK to determine if this Light will render or not.
The relevant bit is 0001, set by the Visible component. The remaining bits are unused by Light
but are reserved for custom use if required.
The rightmost point of the Circle, equal to x + radius. Setting this value adjusts the
x position of the circle's center while keeping the radius unchanged.
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 into consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken into consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The topmost point of the Circle, equal to y - radius. Setting this value adjusts the
y position of the circle's center while keeping the radius unchanged.
ReadonlytypeThe geometry constant type of this object: GEOM_CONST.CIRCLE.
Used for fast type comparisons.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The width of this Light Game Object. This is the same as Light.diameter.
The x position of the center of the circle.
The y position of the center of the circle.
The z position of the light. This affects the relief effect created by the light. A higher value will make the light appear more raised.
Lit game objects are considered to be at z=0. Thus, if z is larger than the radius of the light, the light will not affect them. Strong values are in the range of 0 to radius/2.
This is not a true position, and won't be affected by
perspective or camera position. It won't be set by setTo.
Use setZ to set it, or setZNormal to set it to a fraction
of the radius.
The z position of the light, as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
Check to see if the Circle contains the given x / y coordinates.
The x coordinate to check within the circle.
The y coordinate to check within the circle.
True if the coordinates are within the circle, otherwise false.
Disable cone limiting and make this Light omnidirectional again.undefined
This Light object.
Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.
A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.
Optionalout: O
A Vector2 to store the return values in. If not given a Vector2 object will be created.
A Vector2 containing the coordinates of the point around the circle.
Returns an array of Point objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.
The amount of points to return. If a falsy value the quantity will be derived from the stepRate instead.
OptionalstepRate: number
Sets the quantity by getting the circumference of the circle and dividing it by the stepRate.
Optionaloutput: O
An array to insert the Vector2s in to. If not provided a new array will be created.
An array of Vector2 objects pertaining to the points around the circumference of the circle.
Checks to see if the Circle is empty: has a radius of zero.undefined
True if the Circle is empty, otherwise false.
Set the color of the light from a single integer RGB value.
The integer RGB color of the light.
This Light object.
Restrict this Light to a cone, suitable for flashlights, lanterns and other focal lights.
The rotation is in radians, where 0 points to the right in world space. The innerAngle
is the fully-lit cone width. The outerAngle is the wider falloff cone width; if omitted,
the cone has a hard edge. Both angles are full cone widths, not half-angles.
The direction of the cone, in radians.
The fully-lit cone width, in radians.
OptionalouterAngle: number
The outer falloff cone width, in radians. Default innerAngle.
This Light object.
Set the inner and outer cone angles, in radians.
The fully-lit cone width, in radians.
OptionalouterAngle: number
The outer falloff cone width, in radians. Default innerAngle.
This Light object.
Set the direction of this Light cone, in radians.
The direction of the cone, in radians.
This Light object.
Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.
Optionalx: number
The horizontal display origin value. Default 0.
Optionaly: number
The vertical display origin value. If not defined it will be set to the value of x. Default x.
This Game Object instance.
Sets this Circle to be empty with a radius of zero. Does not change its position.undefined
This Circle object.
Set the intensity of the light. This scales the overall brightness of the light effect. A value of 1 is considered normal brightness. Higher values produce a stronger, brighter light.
The intensity (brightness multiplier) of the light.
This Light object.
Sets the origin of this Game Object.
The values are given in the range 0 to 1.
Optionalx: number
The horizontal origin value. Default 0.5.
Optionaly: number
The vertical origin value. If not defined it will be set to the value of x. Default x.
This Game Object instance.
Sets the origin of this Game Object based on the Pivot values in its Frame.
If the Frame has a custom pivot point defined, the origin is set to match it.
If the Frame does not have a custom pivot, this method falls back to setOrigin(),
resetting the origin to the default value of 0.5 for both axes.undefined
This Game Object instance.
Sets the position of this Circle. If the y argument is omitted, both the x and y
positions will be set to the value of x.
Optionalx: number
The x position of the center of the circle. Default 0.
Optionaly: number
The y position of the center of the circle. Default 0.
This Circle object.
Set the radius of the light, in pixels. This defines the circular area of influence within which lit Game Objects will be affected by this light.
The radius of the light, in pixels.
This Light object.
Sets the horizontal and vertical scroll factor of this Game Object. If only the x value is
provided, it is applied to both axes. This is a convenience method for setting scrollFactorX
and scrollFactorY in a single call.
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 into consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The horizontal scroll factor of this Game Object.
Optionaly: number
The vertical scroll factor of this Game Object. If not set it will use the x value. Default x.
This Game Object instance.
Sets the x, y and radius of this circle.
Optionalx: number
The x position of the center of the circle. Default 0.
Optionaly: number
The y position of the center of the circle. Default 0.
Optionalradius: number
The radius of the circle. Default 0.
This Circle object.
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The visible state of the Game Object.
This Game Object instance.
Set the z position of the light. This controls the perceived height of the light above the scene, which influences the relief (normal-map shading) effect. Larger values make the light appear more elevated. Lit Game Objects are considered to be at z=0, so if z exceeds the light's radius the light will not affect them. Strong values are in the range of 0 to radius/2.
The z position of the light, where 0 is at the same level as lit Game Objects.
This Light object.
Set the z position of the light as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.
The normalized z position of the light.
This Light object.
Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.undefined
This Game Object instance.
Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.
The Camera to check against this Game Object.
True if the Game Object should be rendered, otherwise false.
StaticAreaCalculates the area of the circle.
The Circle to get the area of.
The area of the Circle.
StaticCircumferenceReturns the circumference of the given Circle.
The Circle to get the circumference of.
The circumference of the Circle.
StaticCircumferenceStaticCloneStaticContainsCheck to see if the Circle contains the given x / y coordinates.
The Circle to check.
The x coordinate to check within the circle.
The y coordinate to check within the circle.
True if the coordinates are within the circle, otherwise false.
StaticContainsCheck to see if the Circle contains the given x and y coordinates as stored in the Vector2.
True if the Vector2 coordinates are within the circle, otherwise false.
StaticContainsCheck to see if the Circle contains all four points of the given Rectangle object.
True if all of the Rectangle coordinates are within the circle, otherwise false.
StaticCopyStaticEqualsStaticGetStaticGetReturns a Vector2 object containing the coordinates of a point on the circumference of the Circle based on the given angle normalized to the range 0 to 1. I.e. a value of 0.5 will give the point at 180 degrees around the circle.
The Circle to get the circumference point on.
A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.
Optionalout: O
A Vector2 instance to store the return values in. If not given a new Vector2 object will be created.
A Vector2 containing the coordinates of the point around the circle.
StaticGetReturns an array of Vector2 objects containing the coordinates of the points around the circumference of the Circle, based on the given quantity or stepRate values.
The Circle to get the points from.
The amount of points to return. If a falsy value the quantity will be derived from the stepRate instead.
OptionalstepRate: number
Sets the quantity by getting the circumference of the circle and dividing it by the stepRate.
Optionalout: any[]
An array to insert the points in to. If not provided a new array will be created.
An array of Vector2 objects pertaining to the points around the circumference of the circle.
StaticOffsetStaticOffsetStaticRandom
A 2D Light.
These are created by the Phaser.GameObjects.LightsManager, available from within a scene via
this.lights.Any Game Objects with the Lighting Component, and
setLighting(true), will then be affected by these Lights. If they have a normal map, it will be used. If they don't, the Lights will use the default normal map, a flat surface.They can also simply be used to represent a point light for your own purposes.
Lights cannot be added to Containers. They are designed to exist in the root of a Scene.