Create a BBCode text object.
The Scene to which this object belongs.
Optionalx: number
The x position.
Optionaly: number
The y position.
Optionaltext: string
Text content.
Optionalstyle: BBCodeText.TextStyle
Text style.
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.
Global alpha value.
Alpha for the bottom-left corner.
Alpha for the bottom-right corner.
Alpha for the top-left corner.
Alpha for the top-right corner.
Angle in degrees.
Blend mode.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
ReadonlybottomBottom scroll offset limit.
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:
Canvas element.
Canvas 2D context.
Custom render nodes mapping.
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.
Default render nodes mapping.
Depth value.
Display height value.
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.
Display origin x value.
Display origin y value.
Display width value.
The Camera used for filters. You can use this to alter the perspective of filters. It is not necessary to use this camera for ordinary rendering.
This is only available if you use the enableFilters method.
ReadonlyfiltersThe filter lists for this Game Object.
This is an object with internal and external properties.
Each list is a Phaser.GameObjects.Components.FilterList object.
This is only available if you use the enableFilters method.
Whether filterCamera should update every frame
to focus on the Game Object.
Disable this if you want to manually control the camera.
Whether the filters should focus on the context, rather than attempt to focus on the Game Object. This is enabled automatically when enabling filters on objects which don't have well-defined bounds.
This effectively sets the internal filters to render the same way as the external filters.
This is only used if filtersAutoFocus is enabled.
The "context" is the framebuffer to which the Game Object is rendered. This is usually the main framebuffer, but might be another framebuffer. It can even be several different framebuffers if the Game Object is rendered multiple times.
Whether the Filters component should always draw to a framebuffer, even if there are no active filters.
Horizontal flip state.
Vertical flip state.
Frame reference.
ReadonlyhasTrue if transform component is present.
Height value.
This Game Object will ignore all calls made to its destroy method if this flag is set to true.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive().
True if this object is cropped.
ReadonlyisWhether this Game Object has been destroyed. Check this property to avoid bugs caused by calling methods on a destroyed Game Object, e.g. in a Tween or Timer.
This is a read-only property that is automatically set to true
when the Game Object is destroyed.
You should not set this property directly.
It is set before preDestroy is called or the DESTROY event is emitted.
ReadonlyisTrue if tinted.
Letter spacing value.
Line spacing value.
Current mask.
The maximum size of the base filter texture. Filters may use a larger texture after the base texture is rendered. The maximum texture size is at least 4096 in WebGL, based on the hardware. You may set this lower to save memory or prevent resizing.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Origin x value.
Origin y value.
Padding values.
Bottom padding.
Left padding.
Right padding.
Top padding.
The parent Container of this Game Object, if it has one.
Whether any filters should be rendered on this Game Object.
This is true by default, even if there are no filters yet.
Disable this to skip filter rendering.
Use willRenderFilters() to see if there are any active filters.
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.
Render node data storage.
Rotation in radians.
Uniform scale.
Scale x.
Scale y.
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.
Scroll factor X.
Scroll factor Y.
Current vertical scroll offset.
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.
Current resolved style object.
Normalized vertical scroll position.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
Current text content.
Texture reference.
Unified tint value.
Tint for the bottom-left corner.
Tint for the bottom-right corner.
The tint mode to use when applying the tint to the texture.
Available modes are:
Note that in Phaser 3, tint mode and color were set at the same time. In Phaser 4 they are separate settings.
Tint for the top-left corner.
Tint for the top-right corner.
ReadonlytopTop scroll offset limit.
A textual representation of this Game Object, i.e. sprite.
Used internally by Phaser but is available for your own custom classes to populate.
Current url cursor style.
The current vertex rounding mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions. It can have several values:
off - No rounding is applied.safe - Rounding is applied if the object is 'safe'.safeAuto - Rounding is applied if the object is 'safe' and the camera has roundPixels enabled.full - Rounding is always applied.fullAuto - Rounding is always applied if the camera has roundPixels enabled.A 'safe' object is one that is not rotated or scaled by any transform matrix while rendering. The effective transform is a simple translation. In such cases, rounding will affect all vertices the same way.
Using full rounding can cause vertices to wobble, because they might not be aligned to the pixel grid. Full rounding gives a janky look like PS1 games.
You can use other values if you want to create your own custom rounding modes.
Visibility flag.
W position.
Width value.
X position.
Y position.
Z position.
Static ReadonlyRENDER_The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.
This callback is invoked when this Game Object is added to a Scene.
Can be overridden 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.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Adds a render step function to this Game Object's WebGL render pipeline.
The first render step in _renderSteps is run first.
It should call the next render step in the list.
This allows render steps to control the rendering flow.
The render step function to add.
Optionalindex: number
The index in the render list to add the step to. Omit to add to the end.
This Game Object instance.
Add to vertical scroll offset.
Delta value.
Optionalclamp: boolean
True to clamp within bounds.
This instance.
Add to normalized vertical scroll position.
Delta value.
Optionalclamp: boolean
True to clamp within bounds.
This instance.
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 temporarily
disable it from rendering, consider using the setVisible method, instead.
OptionaldisplayList: DisplayList | Layer
The Display List to add to. Defaults to the Scene Display List.
This Game Object.
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate method called
every game frame. This method is passed two parameters: time and delta.
If you wish to run your own logic within preUpdate then you should always call
super.preUpdate(time, delta) within it, or it may fail to process required operations,
such as Sprite animations.undefined
This Game Object.
Append text content.
Text content to append.
OptionaladdCR: boolean
True to add a line break before text.
This instance.
Clear alpha for all corners.
This instance.
Clear the current mask.
OptionaldestroyMask: boolean
True to destroy the mask.
This instance.
Clear tint.
This instance.
Copy position from another vector.
Source vector.
This instance.
Create a bitmap mask.
Optionalrenderable: GameObject
Renderable used to create the mask.
The bitmap mask.
Create a geometry mask.
Optionalgraphics: Graphics
Graphics used to create the mask.
The geometry mask.
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.
OptionalfromScene: boolean
True if this Game Object is being destroyed by the Scene, false if not. Default false.
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for
input events, but can be turned back on again at any time by simply calling
setInteractive() with no arguments provided.
If want to completely remove interaction from this Game Object then use removeInteractive instead.
OptionalresetCursor: boolean
Should the currently active Input cursor, if any, be reset to the default cursor? Default false.
This GameObject.
Draw bounds of interactive areas.
Graphics object to draw to.
Optionalcolor: number
Line color.
This instance.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
true if the event had listeners, else false.
Enable this Game Object to have filters.
You need to call this method if you want to use the filterCamera
and filters properties. It sets up the necessary data structures.
You may disable filter rendering with the renderFilters property.
This is a WebGL only feature. It will return early if not available.undefined
undefined
Return an array listing the events for which the emitter has registered listeners.undefined
undefined
Focus the filter camera.
This sets the size and position of the filter camera to match the GameObject.
This is called automatically on render if filtersAutoFocus is enabled.
This will focus on the GameObject's raw dimensions if available. If the GameObject has no dimensions, this will focus on the context: the camera belonging to the DrawingContext used to render the GameObject. Context focus occurs during rendering, as the context is not known until then.undefined
undefined
Focus the filter camera on a specific camera.
This is used internally when filtersFocusContext is enabled.
The camera to focus on.
undefined
Manually override the focus of the filter camera.
This allows you to set the size and position of the filter camera manually.
It deactivates filtersAutoFocus when called.
The camera will set scroll to place the game object at the
given position within a rectangle of the given width and height.
For example, calling focusFiltersOverride(400, 200, 800, 600)
will focus the camera to place the object's center
100 pixels above the center of the camera (which is at 400x300).
Optionalx: number
The x-coordinate of the focus point, relative to the filter size. Default is the center.
Optionaly: number
The y-coordinate of the focus point, relative to the filter size. Default is the center.
Optionalwidth: number
The width of the focus area. Default is the filter width.
Optionalheight: number
The height of the focus area. Default is the filter height.
undefined
Generate a texture from text.
Texture key.
Optionalx: number
Source x.
Optionaly: number
Source y.
Optionalwidth: number
Source width.
Optionalheight: number
Source height.
This instance.
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.
The key of the value to retrieve, or an array of keys.
The value belonging to the given key, or an array of values, the order of which will match the input array.
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.undefined
The internal Display List array of Game Objects, or null.
Get hit area key from world coordinates.
World x.
World y.
Scene camera.
Hit area key.
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.undefined
An array of display list position indexes.
Get local transform matrix.
OptionaltempMatrix: TransformMatrix
Optional temp matrix.
The local transform matrix.
Get parent rotation.
Parent rotation in radians.
Get plain text without tags.
Optionalstart: number
Start index.
Optionalend: number
End index.
The plain text.
Get plain text from a provided string.
Optionaltext: string
Source text.
Optionalstart: number
Start index.
Optionalend: number
End index.
The plain text.
Get a substring.
Optionalstart: number
Start index.
Optionalend: number
End index.
The substring.
Get a substring from a provided string.
Optionaltext: string
Source text.
Optionalstart: number
Start index.
Optionalend: number
End index.
The substring.
Get text with tags.
Optionalstart: number
Start index.
Optionalend: number
End index.
The text.
Get text with tags from a provided string.
Optionaltext: string
Source text.
Optionalstart: number
Start index.
Optionalend: number
End index.
The text.
Get world transform matrix.
OptionaltempMatrix: TransformMatrix
Optional temp matrix.
OptionalparentMatrix: TransformMatrix
Optional parent matrix.
The world transform matrix.
Get wrapped text lines.
Optionalstart: number
Start index.
Optionalend: number
End index.
Wrapped lines.
Get wrapped text lines from a provided string.
Optionaltext: string
Source text.
Optionalstart: number
Start index.
Optionalend: number
End index.
Wrapped lines.
Increase a value for the given key within this Game Object's Data Manager. If the key doesn't already exist in the Data Manager then it is created with a value of 0 before being increased.
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.
The key to change the value for.
Optionalamount: number
The amount to increase the given key by. Pass a negative value to decrease the key. Default 1.
This GameObject.
Initialize render nodes.
Default nodes mapping.
Return the number of listeners listening to a given event.
The event name.
The number of listeners.
Return the listeners registered for a given event.
The event name.
The registered listeners.
Measure text margins.
String for measurement.
Optionalout: TextMarginsType
Optional output object.
The margins object.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Add a one-time listener for a given event. The listener is automatically removed the first time the event is emitted, so it will never be called more than once.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbol
The event name.
this.
This callback is invoked when this Game Object is removed from a Scene.
Can be overridden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to remove themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Removes this Game Object from the Display List it is currently on.
A Game Object can only exist on one Display List at any given time, but may be 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 temporarily
disable it from rendering, consider using the setVisible method, instead.undefined
This Game Object.
Removes this Game Object from the Scene's Update List.
When a Game Object is on the Update List, it will have its preUpdate method called
every game frame. Calling this method will remove it from the list, preventing this.
Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.undefined
This Game Object.
If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.
The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.
If you wish to re-enable this Game Object at a later date you will need to
re-create its InteractiveObject by calling setInteractive again.
If you wish to only temporarily stop an object from receiving input then use
disableInteractive instead, as that toggles the interactive state, where-as
this erases it completely.
If you wish to resize a hit area, don't remove and then set it as being
interactive. Instead, access the hitarea object directly and resize the shape
being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the
shape is a Rectangle, which it is by default.)
OptionalresetCursor: boolean
Should the currently active Input cursor, if any, be reset to the default cursor? Default false.
This GameObject.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Render this object using filters.
This function's scope is not guaranteed, so it doesn't refer to this.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrix
The parent matrix of the Game Object, if it has one.
OptionalrenderStep: number
The index of this function in the Game Object's list of render processes. Used to support multiple rendering functions. Default 0.
undefined
Run a step in the render process. This is called automatically by the Render module.
In most cases, it just runs the renderWebGL function.
When _renderSteps has more than one entry,
such as when Filters are enabled for this object,
it allows those processes to defer renderWebGL
and otherwise manage the flow of rendering.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrix
The parent matrix of the Game Object, if it has one.
OptionalrenderStep: number
Which step of the rendering process should be run? Default 0.
OptionaldisplayList: GameObject[]
The display list which is currently being rendered. If not provided, it will be created with the Game Object.
OptionaldisplayListIndex: number
The index of the Game Object within the display list. Default 0.
Reset both flip states to false.
This instance.
Resize the text object.
Optionalwidth: number
Width value.
Optionalheight: number
Height value.
This instance.
Scroll to the bottom.
This instance.
Scroll to the top.
This instance.
Move above another game object.
Target game object.
This instance.
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.
True if this Game Object should be set as active, false if not.
This GameObject.
Set alignment.
Optionalalign: "left" | "center" | "right"
Horizontal alignment.
This instance.
Set alpha for each corner.
OptionaltopLeft: number
Alpha for top-left.
OptionaltopRight: number
Alpha for top-right.
OptionalbottomLeft: number
Alpha for bottom-left.
OptionalbottomRight: number
Alpha for bottom-right.
This instance.
Set angle in degrees.
Optionaldegrees: number
Angle in degrees.
This instance.
Set background colors and gradient direction.
Optionalcolor: string | number | null
Primary background color.
Optionalcolor2: string | number | null
Secondary background color.
OptionalisHorizontalGradient: boolean
True for horizontal gradient.
This instance.
Set background corner radius.
Optionalradius: number
Corner radius.
Optionaliteration: number
Corner iteration.
This instance.
Set background stroke color and width.
Optionalcolor: string | number | null
Stroke color.
OptionallineWidth: number
Stroke width.
This instance.
Move below another game object.
Target game object.
This instance.
Set text color.
Optionalcolor: string | number | null
Color value.
This instance.
Set a crop rectangle.
Optionalx: number | Rectangle
X or a rectangle.
Optionaly: number
Y value.
Optionalwidth: number
Crop width.
Optionalheight: number
Crop height.
This instance.
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData:
sprite.getData('gold');
Or you can access the value directly via the values property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata event is emitted from this Game Object.
If the key already exists, a changedata event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.
These events will be emitted regardless if you use this method to set the value, or the direct values setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
Optionalvalue: any
The value to set for the given key. If an object is provided as the key this argument is ignored.
This GameObject.
Adds a Data Manager component to this Game Object.undefined
This GameObject.
Set default cursor for hit area tags.
OptionalcursorStyle: string
Cursor style.
This instance.
Set BBCode tag delimiters.
Left delimiter or list of delimiters.
OptionaldelimiterRight: string
Right delimiter.
This instance.
Set depth value.
Depth value.
This instance.
Set display origin.
Optionalx: number
Display origin x.
Optionaly: number
Display origin y.
This instance.
Set display size.
Display width.
Display height.
This instance.
Set fill color.
Optionalcolor: string | number | null
Color value.
This instance.
Sets whether the filter camera should automatically re-focus on the Game Object every frame.
Sets the filtersAutoFocus property.
Whether filters should be updated every frame.
undefined
Set whether the filters should focus on the context.
Sets the filtersFocusContext property.
Whether the filters should focus on the context.
undefined
Set whether the filters should always draw to a framebuffer.
Sets the filtersForceComposite property.
Whether the object should always draw to a framebuffer, even if there are no active filters.
undefined
Set the base size of the filter camera. This is the size of the texture that internal filters will be drawn to. External filters are drawn to the size of the context (usually the game canvas).
This is typically the size of the GameObject.
It is set automatically when the Game Object is rendered
and filtersAutoFocus is enabled.
Turn off auto focus to set it manually.
Technically, larger framebuffers may be used to provide padding. This is the size of the final framebuffer used for "internal" rendering.
Base width of the filter texture.
Base height of the filter texture.
undefined
Set fixed size.
Optionalwidth: number
Fixed width.
Optionalheight: number
Fixed height.
This instance.
Set both horizontal and vertical flip states.
True to flip horizontally.
True to flip vertically.
This instance.
Set horizontal flip state.
True to flip horizontally.
This instance.
Set vertical flip state.
True to flip vertically.
This instance.
Set font configuration.
Font configuration.
This instance.
Set font family.
Font family name.
This instance.
Set font size.
Font size.
This instance.
Set font style.
Font style string.
This instance.
Set horizontal alignment.
Optionalalign: "left" | "center" | "right"
Horizontal alignment.
This instance.
Set cursor for a hit area tag.
Hit area key.
OptionalcursorStyle: string
Cursor style.
This instance.
Pass this Game Object to the Input Manager to enable it for Input.
Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.
If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.
You can also provide an Input Configuration Object as the only argument to this method.
OptionalhitArea: any
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.
Optionalcallback: HitAreaCallback
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.
OptionaldropZone: boolean
Should this Game Object be treated as a drop zone target? Default false.
This GameObject.
Set letter spacing.
Letter spacing value.
This instance.
Set line spacing.
Line spacing value.
This instance.
Set the mask.
Mask to apply.
This instance.
Set maximum line count.
Optionalmax: number
Max lines.
This instance.
Sets the name property of this Game Object and returns this Game Object for further chaining.
The name property is not populated by Phaser and is presented for your own use.
The name to be given to this Game Object.
This GameObject.
Set origin.
Optionalx: number
Origin x.
Optionaly: number
Origin y.
This instance.
Set origin from frame data.
This instance.
Set padding.
Optionalleft: number | { bottom?: number; left?: number; right?: number; top?: number }
Left padding or padding object.
Optionalbottom?: numberBottom padding.
Optionalleft?: numberLeft padding.
Optionalright?: numberRight padding.
Optionaltop?: numberTop padding.
Optionaltop: number
Top padding.
Optionalright: number
Right padding.
Optionalbottom: number
Bottom padding.
This instance.
Set position.
Optionalx: number
X position.
Optionaly: number
Y position.
Optionalz: number
Z position.
Optionalw: number
W position.
This instance.
Set a random position within a rectangle.
Optionalx: number
X origin.
Optionaly: number
Y origin.
Optionalwidth: number
Width range.
Optionalheight: number
Height range.
This instance.
Set whether the filters should be rendered.
Sets the renderFilters property.
Whether the filters should be rendered.
undefined
Set render node data value.
Render node or name.
Data key.
Data value.
This instance.
Assign a render node role.
Render node role key.
Render node or name.
OptionalrenderNodeData: object
Optional render node data.
OptionalcopyData: boolean
True to copy data from existing role.
This instance.
Set render resolution.
Resolution value.
This instance.
Set rotation in radians.
Optionalradians: number
Rotation in radians.
This instance.
Enable or disable RTL layout.
Optionalrtl: boolean
True to enable RTL.
This instance.
Set scale.
Optionalx: number
Scale x.
Optionaly: number
Scale y.
This instance.
Set scroll factor.
Scroll factor x.
Optionaly: number
Scroll factor y.
This instance.
Set vertical scroll offset.
Offset value.
Optionalclamp: boolean
True to clamp within bounds.
This instance.
Set shadow properties.
Optionalx: number
Shadow offset x.
Optionaly: number
Shadow offset y.
Optionalcolor: string | number | null
Shadow color.
Optionalblur: number
Shadow blur.
OptionalshadowStroke: boolean
True to apply to stroke.
OptionalshadowFill: boolean
True to apply to fill.
This instance.
Set shadow blur.
Blur value.
This instance.
Set shadow color.
Optionalcolor: string | number | null
Shadow color.
This instance.
Enable or disable shadow on fill.
Optionalenabled: boolean
True to enable.
This instance.
Set shadow offset.
Offset x.
Offset y.
This instance.
Enable or disable shadow on stroke.
Optionalenabled: boolean
True to enable.
This instance.
Set size.
Optionalwidth: number
Width value.
Optionalheight: number
Height value.
This instance.
Sets the current state of this Game Object.
Phaser itself will never modify the State of a Game Object, although plugins may do so.
For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.
The state of the Game Object.
This GameObject.
Set strikethrough color, thickness, and offset.
Optionalcolor: string | number | null
Strikethrough color.
Optionalthickness: number
Strikethrough thickness.
Optionalofset: number
Strikethrough offset.
This instance.
Set strikethrough color.
Optionalcolor: string | number | null
Strikethrough color.
This instance.
Set strikethrough offset.
Strikethrough offset.
This instance.
Set strikethrough thickness.
Strikethrough thickness.
This instance.
Set stroke color and thickness.
Optionalcolor: string | number | null
Stroke color.
Optionalthickness: number
Stroke thickness.
This instance.
Set normalized vertical scroll position.
Normalized value.
Optionalclamp: boolean
True to clamp within bounds.
This instance.
Set test string used for measurements.
Test string.
This instance.
Set text content.
Text content.
This instance.
Set text metrics.
Metrics object.
Font configuration.
This instance.
Set corner tints.
OptionaltopLeft: number
Tint for top-left.
OptionaltopRight: number
Tint for top-right.
OptionalbottomLeft: number
Tint for bottom-left.
OptionalbottomRight: number
Tint for bottom-right.
This instance.
Sets the tint mode to use when applying the tint to the texture.
Note that, in Phaser 3, tint mode and color were set at the same time. In Phaser 4 they are separate settings.
The tint mode to use.
This Game Object instance.
Move to the bottom of the display list.
This instance.
Move to the top of the display list.
This instance.
Set underline color, thickness, and offset.
Optionalcolor: string | number | null
Underline color.
Optionalthickness: number
Underline thickness.
Optionalofset: number
Underline offset.
This instance.
Set underline color.
Optionalcolor: string | number | null
Underline color.
This instance.
Set underline offset.
Underline offset.
This instance.
Set underline thickness.
Underline thickness.
This instance.
Set cursor for url tags.
Optionalcursor: string
Cursor style.
This instance.
Set vertical alignment.
Optionalalign: "center" | "top" | "bottom"
Vertical alignment.
This instance.
Sets the vertex round mode of this Game Object. This is used by the WebGL Renderer to determine how to round the vertex positions.
The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'.
This GameObject.
Set visibility.
True to show.
This instance.
Set w position.
Optionalvalue: number
W value.
This instance.
Set word wrap width.
Wrap width.
This instance.
Set wrap mode.
Wrap mode value.
This instance.
Set wrap width.
Wrap width.
This instance.
Set x position.
Optionalvalue: number
X value.
This instance.
Set x offset.
X offset value.
This instance.
Set y position.
Optionalvalue: number
Y value.
This instance.
Set z position.
Optionalvalue: number
Z value.
This instance.
Removes all listeners from this EventEmitter. This method is called automatically by the Scene Systems when the parent Scene shuts down, ensuring that all event bindings are cleared and no stale references remain.
Toggle a boolean value for the given key within this Game Object's Data Manager. If the key doesn't already exist in the Data Manager then it is created with a value of false before being toggled to true.
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.
The key to toggle the value for.
This GameObject.
Toggle horizontal flip.
This instance.
Toggle vertical flip.
This instance.
Returns a JSON representation of the Game Object.undefined
A JSON representation of the Game Object.
Override this method in your own custom Game Objects to perform per-frame update logic.
This method is called by the Scene's Update List on every game frame, if the Game Object
is on that list. It is not called automatically — the Game Object must be added to the
Update List via addToUpdateList or by having a preUpdate method.
This base implementation is intentionally empty, allowing Game Objects to be used in an Object Pool without requiring any update logic.
Any arguments that are passed to the update method.
Update display origin from size and origin.
Update text layout and rendering.
OptionalrunWrap: boolean
True to re-run wrapping.
This 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.
Whether this Game Object will render filters.
This is true if it has active filters,
and if the renderFilters property is also true.undefined
Whether the Game Object will render filters.
Checks if this Game Object should round its vertices,
based on the given Camera and the vertexRoundMode of this Game Object.
This is used by the WebGL Renderer to determine how to round the vertex positions.
You can override this method in your own custom Game Object classes to provide custom logic for vertex rounding.
The Camera to check against this Game Object.
If true, the object is only translated, not scaled or rotated.
True if the Game Object should be rounded, otherwise false.
BBCode text game object rendered on a canvas.
Supported tag formats (examples):
[b]text[/b][i]text[/i][weight=700]text[/weight][size=24]text[/size][family=Arial]text[/family][color=red]text[/color],[color=#ff0]text[/color],[color=rgba(255,255,255,1)]text[/color][u]text[/u],[u=red]text[/u][s]text[/s],[s=red]text[/s][shadow]text[/shadow],[shadow=black]text[/shadow][stroke]text[/stroke],[stroke=black]text[/stroke][bgcolor=#000]text[/bgcolor][y=10]text[/y][spacing=4]text[/spacing][img=key]text[/img][area=name]text[/area][url=https://example.com]text[/url][align=center]text[/align][id=name]text[/id][raw]text[/raw][esc]text[/esc]reference : .\parser\TagRegex.js