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    Class Text

    Tag text game object rendered on a canvas.

    Hierarchy (View Summary)

    Index
    addedToScene addImage addListener addRenderStep addScrollY addT addToDisplayList addToUpdateList appendText clearAlpha clearMask clearTint copyPosition createBitmapMask createGeometryMask destroy disableInteractive drawAreaBounds emit enableFilters eventNames focusFilters focusFiltersOnCamera focusFiltersOverride generateTexture getBottomCenter getBottomLeft getBottomRight getBounds getCenter getData getDisplayList getHitArea getIndexList getLeftCenter getLocalPoint getLocalTransformMatrix getParentRotation getPlainText getRightCenter getSubString getText getTextMetrics getTopCenter getTopLeft getTopRight getWorldTransformMatrix getWrappedText incData initRenderNodes listenerCount listeners measureTextMargins off on once removeAllListeners removedFromScene removeFromDisplayList removeFromUpdateList removeInteractive removeListener renderWebGLFilters renderWebGLStep resetFlip resize scrollToBottom scrollToTop setAbove setActive setAlign setAlpha setAngle setBackgroundColor setBackgroundCornerRadius setBackgroundStrokeColor setBelow setBlendMode setColor setCrop setData setDataEnabled setDefaultHitAreaCursor setDepth setDisplayOrigin setDisplaySize setFill setFiltersAutoFocus setFiltersFocusContext setFiltersForceComposite setFilterSize setFixedSize setFlip setFlipX setFlipY setFont setFontFamily setFontSize setFontStyle setHAlign setHitAreaCursor setInteractive setLetterSpacing setLineSpacing setMask setMaxLines setName setOrigin setOriginFromFrame setPadding setPosition setRandomPosition setRenderFilters setRenderNodeData setRenderNodeRole setResolution setRotation setRTL setScale setScrollFactor setScrollY setShadow setShadowBlur setShadowColor setShadowFill setShadowOffset setShadowStroke setSize setState setStrikethrough setStrikethroughColor setStrikethroughOffset setStrikethroughThinkness setStroke setStyle setT setTestString setText setTextMetrics setTint setTintMode setToBack setToTop setUnderline setUnderlineColor setUnderlineOffset setUnderlineThinkness setUrlTagCursor setVAlign setVertexRoundMode setVisible setW setWordWrapWidth setWrapMode setWrapWidth setX setXOffset setY setZ shutdown toggleData toggleFlipX toggleFlipY toJSON update updateDisplayOrigin updateText willRender willRenderFilters willRoundVertices
    • Create a text object.

      Parameters

      • scene: Scene

        The Scene to which this object belongs.

      • Optionalx: number

        The x position.

      • Optionaly: number

        The y position.

      • Optionalcontent: string

        Text content.

      • Optionalstyle: Text.TextStyle

        Text style.

      Returns Text

    active: boolean

    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.

    alpha: number

    Global alpha value.

    alphaBottomLeft: number

    Alpha for the bottom-left corner.

    alphaBottomRight: number

    Alpha for the bottom-right corner.

    alphaTopLeft: number

    Alpha for the top-left corner.

    alphaTopRight: number

    Alpha for the top-right corner.

    angle: number

    Angle in degrees.

    blendMode: string | BlendModes

    Blend mode.

    body: Body | StaticBody | BodyType | null

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

    bottomScrollY: number

    Bottom scroll offset limit.

    cameraFilter: number

    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.

    customRenderNodes: object

    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.

    defaultRenderNodes: object

    Default render nodes mapping.

    depth: number

    Depth value.

    displayHeight: number

    Display height value.

    displayList: DisplayList | Layer

    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.

    displayOriginX: number

    Display origin x value.

    displayOriginY: number

    Display origin y value.

    displayWidth: number

    Display width value.

    filterCamera: Camera

    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.

    filters: FiltersInternalExternal | null

    The 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.

    filtersAutoFocus: boolean

    Whether filterCamera should update every frame to focus on the Game Object. Disable this if you want to manually control the camera.

    filtersFocusContext: boolean

    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.

    filtersForceComposite: boolean

    Whether the Filters component should always draw to a framebuffer, even if there are no active filters.

    flipX: boolean

    Horizontal flip state.

    flipY: boolean

    Vertical flip state.

    frame: Frame

    Frame reference.

    hasTransformComponent: boolean

    True if transform component is present.

    height: number

    Height value.

    ignoreDestroy: boolean

    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.

    input: InteractiveObject | null

    If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

    isCropped: boolean

    True if this object is cropped.

    isDestroyed: boolean

    Whether 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.

    isTinted: boolean

    True if tinted.

    letterSpacing: number

    Letter spacing value.

    lineSpacing: number

    Line spacing value.

    mask: any

    Current mask.

    maxFilterSize: Vector2

    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.

    name: string

    The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

    originX: number

    Origin x value.

    originY: number

    Origin y value.

    padding: { bottom: number; left: number; right: number; top: number }

    Padding values.

    Type Declaration

    • bottom: number

      Bottom padding.

    • left: number

      Left padding.

    • right: number

      Right padding.

    • top: number

      Top padding.

    parentContainer: Container

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

    renderFilters: boolean

    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.

    renderFlags: number

    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.

    renderNodeData: object

    Render node data storage.

    rotation: number

    Rotation in radians.

    scale: number

    Uniform scale.

    scaleX: number

    Scale x.

    scaleY: number

    Scale y.

    scene: Scene

    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.

    scrollFactorX: number

    Scroll factor X.

    scrollFactorY: number

    Scroll factor Y.

    scrollY: number

    Current vertical scroll offset.

    state: string | number

    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.

    style: IStyle

    Current resolved style object.

    t: number

    Normalized vertical scroll position.

    tabIndex: number

    The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

    text: string

    Current text content.

    Texture reference.

    tint: number

    Unified tint value.

    tintBottomLeft: number

    Tint for the bottom-left corner.

    tintBottomRight: number

    Tint for the bottom-right corner.

    tintMode: TintModes

    The tint mode to use when applying the tint to the texture.

    Available modes are:

    • Phaser.TintModes.MULTIPLY (default)
    • Phaser.TintModes.FILL
    • Phaser.TintModes.ADD
    • Phaser.TintModes.SCREEN
    • Phaser.TintModes.OVERLAY
    • Phaser.TintModes.HARD_LIGHT

    Note that in Phaser 3, tint mode and color were set at the same time. In Phaser 4 they are separate settings.

    tintTopLeft: number

    Tint for the top-left corner.

    tintTopRight: number

    Tint for the top-right corner.

    topScrollY: number

    Top scroll offset limit.

    type: string

    A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

    urlTagCursor: string

    Current url cursor style.

    vertexRoundMode: string

    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.

    visible: boolean

    Visibility flag.

    w: number

    W position.

    width: number

    Width value.

    x: number

    X position.

    y: number

    Y position.

    z: number

    Z position.

    RENDER_MASK: number

    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.

      Returns void

    • Add an inline image tag.

      Parameters

      • imgKey: string

        Image key.

      • Optionalconfig: Text.ImageData

        Image configuration.

      Returns this

      This instance.

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns 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.

      Parameters

      • fn: RenderWebGLStep

        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.

      Returns this

      This Game Object instance.

    • Add to vertical scroll offset.

      Parameters

      • inc: number

        Delta value.

      • Optionalclamp: boolean

        True to clamp within bounds.

      Returns this

      This instance.

    • Add to normalized vertical scroll position.

      Parameters

      • inc: number

        Delta value.

      • Optionalclamp: boolean

        True to clamp within bounds.

      Returns this

      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.

      Parameters

      • OptionaldisplayList: DisplayList | Layer

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

      Returns this

      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

      Returns this

      This Game Object.

    • Append text content.

      Parameters

      • text: string | number | string[]

        Text content to append.

      • OptionaladdCR: boolean

        True to add a line break before text.

      Returns this

      This instance.

    • Clear alpha for all corners.

      Returns this

      This instance.

    • Clear the current mask.

      Parameters

      • OptionaldestroyMask: boolean

        True to destroy the mask.

      Returns this

      This instance.

    • Clear tint.

      Returns this

      This instance.

    • Create a bitmap mask.

      Parameters

      • Optionalrenderable: GameObject

        Renderable used to create the mask.

      Returns BitmapMask

      The bitmap mask.

    • Create a geometry mask.

      Parameters

      • Optionalgraphics: Graphics

        Graphics used to create the mask.

      Returns GeometryMask

      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.

      Parameters

      • OptionalfromScene: boolean

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

      Returns void

    • 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

      • OptionalresetCursor: boolean

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

      Returns this

      This GameObject.

    • Draw bounds of interactive areas.

      Parameters

      • graphics: Graphics

        Graphics object to draw to.

      • Optionalcolor: number

        Line color.

      Returns this

      This instance.

    • Calls each of the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • ...args: any[]

        Additional arguments that will be passed to the event handler.

      Returns boolean

      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

      Returns this

      undefined

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

      Returns (string | symbol)[]

      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

      Returns this

      undefined

    • Focus the filter camera on a specific camera. This is used internally when filtersFocusContext is enabled.

      Parameters

      • camera: Camera

        The camera to focus on.

      Returns this

      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).

      Parameters

      • 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.

      Returns this

      undefined

    • Generate a texture from text.

      Parameters

      • key: string

        Texture key.

      • Optionalx: number

        Source x.

      • Optionaly: number

        Source y.

      • Optionalwidth: number

        Source width.

      • Optionalheight: number

        Source height.

      Returns this

      This instance.

    • Get bottom-center point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get bottom-left point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get bottom-right point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get bounds rectangle.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output rectangle.

      Returns O

      The output rectangle.

    • Get center point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      Returns O

      The output vector.

    • 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

      • key: string | string[]

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

      Returns any

      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

      Returns GameObject[] | null

      The internal Display List array of Game Objects, or null.

    • Get hit area key from world coordinates.

      Parameters

      • worldX: number

        World x.

      • worldY: number

        World y.

      • camera: Camera

        Scene camera.

      Returns string

      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

      Returns number[]

      An array of display list position indexes.

    • Get left-center point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Convert a point to local space.

      Parameters

      • x: number

        World x.

      • y: number

        World y.

      • Optionalpoint: Vector2

        Optional output point.

      • Optionalcamera: Camera

        Optional camera.

      Returns Vector2

      The local point.

    • Get parent rotation.

      Returns number

      Parent rotation in radians.

    • Get plain text without tags.

      Parameters

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The plain text.

    • Get plain text from a provided string.

      Parameters

      • Optionaltext: string

        Source text.

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The plain text.

    • Get right-center point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get a substring.

      Parameters

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The substring.

    • Get a substring from a provided string.

      Parameters

      • Optionaltext: string

        Source text.

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The substring.

    • Get text with tags.

      Parameters

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The text.

    • Get text with tags from a provided string.

      Parameters

      • Optionaltext: string

        Source text.

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string

      The text.

    • Get text metrics.

      Returns MetricsType

      Metrics object.

    • Get top-center point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get top-left point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get top-right point.

      Type Parameters

      Parameters

      • Optionaloutput: O

        Optional output vector.

      • OptionalincludeParent: boolean

        True to include parent transform.

      Returns O

      The output vector.

    • Get wrapped text lines.

      Parameters

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string[]

      Wrapped lines.

    • Get wrapped text lines from a provided string.

      Parameters

      • Optionaltext: string

        Source text.

      • Optionalstart: number

        Start index.

      • Optionalend: number

        End index.

      Returns string[]

      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.

      Parameters

      • key: string

        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.

      Returns this

      This GameObject.

    • Initialize render nodes.

      Parameters

      • defaultNodes: Map<string, string>

        Default nodes mapping.

      Returns void

    • Return the number of listeners listening to a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns number

      The number of listeners.

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

      The registered listeners.

    • Measure text margins.

      Parameters

      • testString: string

        String for measurement.

      • Optionalout: TextMarginsType

        Optional output object.

      Returns TextMarginsType

      The margins object.

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        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.

      Returns this

      this.

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns 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.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

      this.

    • Remove all listeners, or those of the specified event.

      Parameters

      • Optionalevent: string | symbol

        The event name.

      Returns this

      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.

      Returns void

    • 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

      Returns this

      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

      Returns this

      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.)

      Parameters

      • OptionalresetCursor: boolean

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

      Returns this

      This GameObject.

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        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.

      Returns this

      this.

    • Render this object using filters.

      This function's scope is not guaranteed, so it doesn't refer to this.

      Parameters

      • renderer: WebGLRenderer

        The WebGL Renderer instance to render with.

      • gameObject: GameObject

        The Game Object being rendered.

      • drawingContext: DrawingContext

        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.

      Returns RenderWebGLStep

      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.

      Parameters

      • renderer: WebGLRenderer

        The WebGL Renderer instance to render with.

      • gameObject: GameObject

        The Game Object being rendered.

      • drawingContext: DrawingContext

        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.

      Returns void

    • Reset both flip states to false.

      Returns this

      This instance.

    • Resize the text object.

      Parameters

      • Optionalwidth: number

        Width value.

      • Optionalheight: number

        Height value.

      Returns this

      This instance.

    • Scroll to the bottom.

      Returns this

      This instance.

    • Scroll to the top.

      Returns this

      This instance.

    • Move above another game object.

      Parameters

      Returns this

      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.

      Parameters

      • value: boolean

        True if this Game Object should be set as active, false if not.

      Returns this

      This GameObject.

    • Set alignment.

      Parameters

      • Optionalalign: "left" | "center" | "right"

        Horizontal alignment.

      Returns this

      This instance.

    • Set alpha for each corner.

      Parameters

      • OptionaltopLeft: number

        Alpha for top-left.

      • OptionaltopRight: number

        Alpha for top-right.

      • OptionalbottomLeft: number

        Alpha for bottom-left.

      • OptionalbottomRight: number

        Alpha for bottom-right.

      Returns this

      This instance.

    • Set angle in degrees.

      Parameters

      • Optionaldegrees: number

        Angle in degrees.

      Returns this

      This instance.

    • Set background colors and gradient direction.

      Parameters

      • Optionalcolor: string | number | null

        Primary background color.

      • Optionalcolor2: string | number | null

        Secondary background color.

      • OptionalisHorizontalGradient: boolean

        True for horizontal gradient.

      Returns this

      This instance.

    • Set background corner radius.

      Parameters

      • Optionalradius: number

        Corner radius.

      • Optionaliteration: number

        Corner iteration.

      Returns this

      This instance.

    • Set background stroke color and width.

      Parameters

      • Optionalcolor: string | number | null

        Stroke color.

      • OptionallineWidth: number

        Stroke width.

      Returns this

      This instance.

    • Move below another game object.

      Parameters

      Returns this

      This instance.

    • Set blend mode.

      Parameters

      Returns this

      This instance.

    • Set text color.

      Parameters

      • Optionalcolor: string | number | null

        Color value.

      Returns this

      This instance.

    • Set a crop rectangle.

      Parameters

      • Optionalx: number | Rectangle

        X or a rectangle.

      • Optionaly: number

        Y value.

      • Optionalwidth: number

        Crop width.

      • Optionalheight: number

        Crop height.

      Returns this

      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.

      Type Parameters

      • T extends unknown

      Parameters

      • key: string | T

        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.

      Returns this

      This GameObject.

    • Adds a Data Manager component to this Game Object.undefined

      Returns this

      This GameObject.

    • Set default cursor for hit area tags.

      Parameters

      • OptionalcursorStyle: string

        Cursor style.

      Returns this

      This instance.

    • Set depth value.

      Parameters

      • value: number

        Depth value.

      Returns this

      This instance.

    • Set display origin.

      Parameters

      • Optionalx: number

        Display origin x.

      • Optionaly: number

        Display origin y.

      Returns this

      This instance.

    • Set display size.

      Parameters

      • width: number

        Display width.

      • height: number

        Display height.

      Returns this

      This instance.

    • Set fill color.

      Parameters

      • Optionalcolor: string | number | null

        Color value.

      Returns this

      This instance.

    • Sets whether the filter camera should automatically re-focus on the Game Object every frame. Sets the filtersAutoFocus property.

      Parameters

      • value: boolean

        Whether filters should be updated every frame.

      Returns this

      undefined

    • Set whether the filters should focus on the context. Sets the filtersFocusContext property.

      Parameters

      • value: boolean

        Whether the filters should focus on the context.

      Returns this

      undefined

    • Set whether the filters should always draw to a framebuffer. Sets the filtersForceComposite property.

      Parameters

      • value: boolean

        Whether the object should always draw to a framebuffer, even if there are no active filters.

      Returns this

      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.

      Parameters

      • width: number

        Base width of the filter texture.

      • height: number

        Base height of the filter texture.

      Returns this

      undefined

    • Set fixed size.

      Parameters

      • Optionalwidth: number

        Fixed width.

      • Optionalheight: number

        Fixed height.

      Returns this

      This instance.

    • Set both horizontal and vertical flip states.

      Parameters

      • x: boolean

        True to flip horizontally.

      • y: boolean

        True to flip vertically.

      Returns this

      This instance.

    • Set horizontal flip state.

      Parameters

      • value: boolean

        True to flip horizontally.

      Returns this

      This instance.

    • Set vertical flip state.

      Parameters

      • value: boolean

        True to flip vertically.

      Returns this

      This instance.

    • Set font configuration.

      Parameters

      Returns this

      This instance.

    • Set font family.

      Parameters

      • family: string

        Font family name.

      Returns this

      This instance.

    • Set font size.

      Parameters

      • size: string | number

        Font size.

      Returns this

      This instance.

    • Set font style.

      Parameters

      • style: string

        Font style string.

      Returns this

      This instance.

    • Set horizontal alignment.

      Parameters

      • Optionalalign: "left" | "center" | "right"

        Horizontal alignment.

      Returns this

      This instance.

    • Set cursor for a hit area tag.

      Parameters

      • key: string

        Hit area key.

      • OptionalcursorStyle: string

        Cursor style.

      Returns this

      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.

      Parameters

      • 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.

      Returns this

      This GameObject.

    • Set letter spacing.

      Parameters

      • value: number

        Letter spacing value.

      Returns this

      This instance.

    • Set line spacing.

      Parameters

      • value: number

        Line spacing value.

      Returns this

      This instance.

    • Set the mask.

      Parameters

      • mask: any

        Mask to apply.

      Returns this

      This instance.

    • Set maximum line count.

      Parameters

      • Optionalmax: number

        Max lines.

      Returns this

      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.

      Parameters

      • value: string

        The name to be given to this Game Object.

      Returns this

      This GameObject.

    • Set origin.

      Parameters

      • Optionalx: number

        Origin x.

      • Optionaly: number

        Origin y.

      Returns this

      This instance.

    • Set origin from frame data.

      Returns this

      This instance.

    • Set padding.

      Parameters

      • Optionalleft: number | { bottom?: number; left?: number; right?: number; top?: number }

        Left padding or padding object.

        • number
        • { bottom?: number; left?: number; right?: number; top?: number }
          • Optionalbottom?: number

            Bottom padding.

          • Optionalleft?: number

            Left padding.

          • Optionalright?: number

            Right padding.

          • Optionaltop?: number

            Top padding.

      • Optionaltop: number

        Top padding.

      • Optionalright: number

        Right padding.

      • Optionalbottom: number

        Bottom padding.

      Returns this

      This instance.

    • Set position.

      Parameters

      • Optionalx: number

        X position.

      • Optionaly: number

        Y position.

      • Optionalz: number

        Z position.

      • Optionalw: number

        W position.

      Returns this

      This instance.

    • Set a random position within a rectangle.

      Parameters

      • Optionalx: number

        X origin.

      • Optionaly: number

        Y origin.

      • Optionalwidth: number

        Width range.

      • Optionalheight: number

        Height range.

      Returns this

      This instance.

    • Set whether the filters should be rendered. Sets the renderFilters property.

      Parameters

      • value: boolean

        Whether the filters should be rendered.

      Returns this

      undefined

    • Set render node data value.

      Parameters

      • renderNode: string | RenderNode

        Render node or name.

      • key: string

        Data key.

      • value: any

        Data value.

      Returns this

      This instance.

    • Assign a render node role.

      Parameters

      • key: string

        Render node role key.

      • renderNode: string | RenderNode | null

        Render node or name.

      • OptionalrenderNodeData: object

        Optional render node data.

      • OptionalcopyData: boolean

        True to copy data from existing role.

      Returns this

      This instance.

    • Set render resolution.

      Parameters

      • value: number

        Resolution value.

      Returns this

      This instance.

    • Set rotation in radians.

      Parameters

      • Optionalradians: number

        Rotation in radians.

      Returns this

      This instance.

    • Enable or disable RTL layout.

      Parameters

      • Optionalrtl: boolean

        True to enable RTL.

      Returns this

      This instance.

    • Set scale.

      Parameters

      • Optionalx: number

        Scale x.

      • Optionaly: number

        Scale y.

      Returns this

      This instance.

    • Set scroll factor.

      Parameters

      • x: number

        Scroll factor x.

      • Optionaly: number

        Scroll factor y.

      Returns this

      This instance.

    • Set vertical scroll offset.

      Parameters

      • value: number

        Offset value.

      • Optionalclamp: boolean

        True to clamp within bounds.

      Returns this

      This instance.

    • Set shadow properties.

      Parameters

      • 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.

      Returns this

      This instance.

    • Set shadow blur.

      Parameters

      • blur: number

        Blur value.

      Returns this

      This instance.

    • Set shadow color.

      Parameters

      • Optionalcolor: string | number | null

        Shadow color.

      Returns this

      This instance.

    • Enable or disable shadow on fill.

      Parameters

      • Optionalenabled: boolean

        True to enable.

      Returns this

      This instance.

    • Set shadow offset.

      Parameters

      • x: number

        Offset x.

      • y: number

        Offset y.

      Returns this

      This instance.

    • Enable or disable shadow on stroke.

      Parameters

      • Optionalenabled: boolean

        True to enable.

      Returns this

      This instance.

    • Set size.

      Parameters

      • Optionalwidth: number

        Width value.

      • Optionalheight: number

        Height value.

      Returns this

      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.

      Parameters

      • value: string | number

        The state of the Game Object.

      Returns this

      This GameObject.

    • Set strikethrough color, thickness, and offset.

      Parameters

      • Optionalcolor: string | number | null

        Strikethrough color.

      • Optionalthickness: number

        Strikethrough thickness.

      • Optionalofset: number

        Strikethrough offset.

      Returns this

      This instance.

    • Set strikethrough color.

      Parameters

      • Optionalcolor: string | number | null

        Strikethrough color.

      Returns this

      This instance.

    • Set strikethrough offset.

      Parameters

      • ofset: number

        Strikethrough offset.

      Returns this

      This instance.

    • Set strikethrough thickness.

      Parameters

      • thickness: number

        Strikethrough thickness.

      Returns this

      This instance.

    • Set stroke color and thickness.

      Parameters

      • Optionalcolor: string | number | null

        Stroke color.

      • Optionalthickness: number

        Stroke thickness.

      Returns this

      This instance.

    • Set text style.

      Parameters

      Returns this

      This instance.

    • Set normalized vertical scroll position.

      Parameters

      • value: number

        Normalized value.

      • Optionalclamp: boolean

        True to clamp within bounds.

      Returns this

      This instance.

    • Set test string used for measurements.

      Parameters

      • string: string

        Test string.

      Returns this

      This instance.

    • Set text content.

      Parameters

      • text: string | number | string[]

        Text content.

      Returns this

      This instance.

    • Set text metrics.

      Parameters

      Returns this

      This instance.

    • Set corner tints.

      Parameters

      • OptionaltopLeft: number

        Tint for top-left.

      • OptionaltopRight: number

        Tint for top-right.

      • OptionalbottomLeft: number

        Tint for bottom-left.

      • OptionalbottomRight: number

        Tint for bottom-right.

      Returns this

      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.

      Parameters

      • mode: number | TintModes

        The tint mode to use.

      Returns this

      This Game Object instance.

    • Move to the bottom of the display list.

      Returns this

      This instance.

    • Move to the top of the display list.

      Returns this

      This instance.

    • Set underline color, thickness, and offset.

      Parameters

      • Optionalcolor: string | number | null

        Underline color.

      • Optionalthickness: number

        Underline thickness.

      • Optionalofset: number

        Underline offset.

      Returns this

      This instance.

    • Set underline color.

      Parameters

      • Optionalcolor: string | number | null

        Underline color.

      Returns this

      This instance.

    • Set underline offset.

      Parameters

      • ofset: number

        Underline offset.

      Returns this

      This instance.

    • Set underline thickness.

      Parameters

      • thickness: number

        Underline thickness.

      Returns this

      This instance.

    • Set cursor for url tags.

      Parameters

      • Optionalcursor: string

        Cursor style.

      Returns this

      This instance.

    • Set vertical alignment.

      Parameters

      • Optionalalign: "center" | "top" | "bottom"

        Vertical alignment.

      Returns this

      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.

      Parameters

      • mode: string

        The vertex round mode to set. Can be 'off', 'safe', 'safeAuto', 'full' or 'fullAuto'.

      Returns this

      This GameObject.

    • Set visibility.

      Parameters

      • value: boolean

        True to show.

      Returns this

      This instance.

    • Set w position.

      Parameters

      • Optionalvalue: number

        W value.

      Returns this

      This instance.

    • Set word wrap width.

      Parameters

      • width: number

        Wrap width.

      Returns this

      This instance.

    • Set wrap mode.

      Parameters

      • mode: 0 | 1 | 2 | 3 | "character" | "none" | "word" | "char" | "mix"

        Wrap mode value.

      Returns this

      This instance.

    • Set wrap width.

      Parameters

      • width: number

        Wrap width.

      Returns this

      This instance.

    • Set x position.

      Parameters

      • Optionalvalue: number

        X value.

      Returns this

      This instance.

    • Set x offset.

      Parameters

      • value: number

        X offset value.

      Returns this

      This instance.

    • Set y position.

      Parameters

      • Optionalvalue: number

        Y value.

      Returns this

      This instance.

    • Set z position.

      Parameters

      • Optionalvalue: number

        Z value.

      Returns this

      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.

      Returns void

    • 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.

      Parameters

      • key: string

        The key to toggle the value for.

      Returns this

      This GameObject.

    • Toggle horizontal flip.

      Returns this

      This instance.

    • Toggle vertical flip.

      Returns this

      This instance.

    • Returns a JSON representation of the Game Object.undefined

      Returns JSONGameObject

      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.

      Parameters

      • ...args: any[]

        Any arguments that are passed to the update method.

      Returns void

    • Update display origin from size and origin.

      Returns this

    • Update text layout and rendering.

      Parameters

      • OptionalrunWrap: boolean

        True to re-run wrapping.

      Returns this

      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.

      Parameters

      • camera: Camera

        The Camera to check against this Game Object.

      Returns boolean

      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

      Returns boolean

      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.

      Parameters

      • camera: Camera

        The Camera to check against this Game Object.

      • onlyTranslated: boolean

        If true, the object is only translated, not scaled or rotated.

      Returns boolean

      True if the Game Object should be rounded, otherwise false.