Game object
Introduction¶
Base class of all game object in phaser.
- Author: Richard Davey
Usage¶
Destroy¶
- Destroy game object
gameObject.destroy();
- Game object will be destroyed automatically when scene destroyed, if it is in display list, or update list.
- Event
gameObject.once('destroy', function(gameObject, fromScene) { }, scope);
fromScene
:true
if game object is destroyed during scene is shutdown. When scene is shutdown, all game objects will be destroyed.
Position¶
- Get
var x = gameObject.x; var y = gameObject.y;
- Set
gameObject.x = 0; gameObject.y = 0; gameObject.setPosition(x,y); gameObject.setX(x); gameObject.setY(y);
- Set random
gameObject.setRandomPosition(x, y, width, height); // gameObject.setRandomPosition(); // x=0, y=0, width=game.width, height=game.height
- Set random
Local point¶
Transfer world point to local point
var point = gameObject.getLocalPoint(x, y); // point : {x, y}
// var out = gameObject.getLocalPoint(x, y, out);
var out = gameObject.getLocalPoint(x, y, out, camera);
Angle¶
- Get
var angle = gameObject.angle; var radians = gameObject.rotation; // angle in radians
- Set
gameObject.angle = degrees; gameObject.rotation = radians; gameObject.setAngle(degrees); gameObject.setRotation(radians);
Visible¶
- Get
var visible = gameObject.visible; // visible: true/false
- Set
gameObject.visible = visible; gameObject.setVisible(visible);
Alpha¶
- Get
var alpha = gameObject.alpha; // 0~1
- Set
or
gameObject.setAlpha(alpha); // gameObject.alpha = alpha;
gameObject.setAlpha(topLeft, topRight, bottomLeft, bottomRight); // gameObject.alphaTopLeft = alpha; // gameObject.alphaTopRight = alpha; // gameObject.alphaBottomLeft = alpha; // gameObject.alphaBottomRight = alpha;
- Clear (set to
1
)gameObject.clearAlpha();
FlipX, FlipY¶
- Get
var flip = gameObject.flipX; // flip: true/false var flip = gameObject.flipY; // flip: true/false
- Set
gameObject.flipX = flip; gameObject.flipY = flip; gameObject.setFlipX(flip); gameObject.setFlipY(flip); gameObject.setFlip(flipX, flipY); gameObject.toggleFlipX(); gameObject.toggleFlipY(); gameObject.resetFlip(); // equal to gameObject.setFlip(false, false);
Order of rendering¶
Depth (z-index)¶
The depth starts from zero (the default value) and increases from that point. A game object with a higher depth value will always render in front of one with a lower value.
- Get
var depth = gameObject.depth;
- Set
gameObject.depth = value; gameObject.setDepth(value);
Display list¶
- Get displayList
var displayList = gameObject.getDisplayList();
- Move the game Object to the top of the display list
gameObject.setToTop()
var displayList = gameObject.getDisplayList(); displayList.bringToTop(child);
- Move the game Object to the bottom of the display list
gameObject.setToBack()
var displayList = gameObject.getDisplayList(); displayList.sendToBack(child);
- Move the Game Object to appear above a given Game Object
gameObject.setAbove(givenGameObject)
var displayList = gameObject.getDisplayList(); displayList.moveAbove(gameObject, givenGameObject);
- Move the Game Object to appear below a given Game Object
gameObject.setBelow(givenGameObject)
var displayList = gameObject.getDisplayList(); displayList.moveBelow(gameObject, givenGameObject);
- Move the game object by index
var displayList = gameObject.getDisplayList(); displayList.moveTo(gameObject, index);
- Swap two game objects
var displayList = gameObject.getDisplayList(); displayList.swap(gameObject, givenGameObject);
- Move up or down
var displayList = gameObject.getDisplayList(); displayList.moveUp(gameObject); displayList.moveDown(gameObject);
Layer game object¶
Place game object into Layer game object
Scroll factor¶
- Get
var scrollFactorX = gameObject.scrollFactorX; var scrollFactorY = gameObject.scrollFactorY;
- Set
gameObject.setScrollFactor(scrollFactor); gameObject.setScrollFactor(scrollFactorX, scrollFactorY);
Scroll factor: 0~1
- 0= fixed to camera
- 0.25= quarter the speed of the camera
- 0.5= half the speed of the camera
Bounds¶
var output = gameObject.getTopLeft(output); // output: {x, y}
var output = gameObject.getTopCenter(output); // output: {x, y}
var output = gameObject.getTopRight(output); // output: {x, y}
var output = gameObject.getLeftCenter(output); // output: {x, y}
var output = gameObject.getRightCenter(output); // output: {x, y}
var output = gameObject.getBottomLeft(output); // output: {x, y}
var output = gameObject.getBottomCenter(output); // output: {x, y}
var output = gameObject.getBottomRight(output); // output: {x, y}
var output = gameObject.getCenter(output); // output: {x, y}
var output = gameObject.getBounds(output); // output: {x, y, width, height}
Origin¶
- Get
var originX = gameObject.originX; var originY = gameObject.originY;
- Set
gameObject.setOrigin(x, y); // gameObject.setOrigin(x); // y = x
- Set to top-left
gameObject.setOrigin(0);
- Set to center
gameObject.setOrigin(0.5);
- Set to bottom-right
gameObject.setOrigin(1);
- Set to top-left
Tint¶
- Get
var color = gameObject.tintTopLeft; // color: 0xRRGGBB var color = gameObject.tintTopRight; var color = gameObject.tintBottomLeft; var color = gameObject.tintBottomRight; var isTinted = gameObject.isTinted;
- Set
gameObject.tint = color; gameObject.setTint(color); // multiply color value gameObject.setTint(colorTopLeft, colorTopRight, colorBottomLeft, colorBottomRight); gameObject.setTintFill(color); // replace color value gameObject.setTintFill(colorTopLeft, colorTopRight, colorBottomLeft, colorBottomRight); gameObject.clearTint(); // equal to `gameObject.setTint(0xffffff)`
Note
gameObject.tint
is a write-only property
Blend mode¶
- Get
var blendMode = gameObject.blendMode;
- Set
gameObject.blendMode = blendMode; gameObject.setBlendMode(blendMode);
blendMode
: Blend mode
Mask¶
See Mask.
Built-in shader effects¶
Post-fx pipeline¶
Register post-fx pipeline¶
- Register post-fx pipeline in game config
import PostFxClass from 'path'; var config = { // ... pipeline: [PostFxClass] // ... }; var game = new Phaser.Game(config);
Some post-fx pipelines:
- Barrel: Barrel post processing filter.
- Color replace: Replace color post processing filter.
- Cross-stitching: Cross-stitching post processing filter.
- Dissolve: Dissolve transition post processing filter.
- Fish eye: Fish-eye post processing filter.
- Glow-filter: Glow post processing filter.
- Glow-filter: Glow post processing filter, ported from pixi.
- Gray-scale: Gray scale post processing filter.
- Hsl-adjust: Adjust color in HSL domain, post processing filter.
- Horri-fi: 6-in-1 post processing filter.
- Inverse: Inverse color post processing filter.
- Kawase-blur: Kawase-blur post processing filter.
- Pixelation: Pixelation post processing filter.
- Toonify: Draw outlines and quantize color in HSV domain, post processing filter.
- Shockwave: Shockwave post processing filter.
- Split: Split image into 4 parts.
- Swirl: Swirl post processing filter.
- Warp: Warp post processing filter.
Add post-fx pipeline¶
gameObject.setPostPipeline(PostFxClass);
PostFxClass
: Class of post-fx pipeline.
Remove post-fx pipeline¶
- Remove a post-fx pipeline
gameObject.removePostPipeline(PostFxClass);
- Remove all post-fx pipelines
or
gameObject.resetPipeline(true);
gameObject.postPipelines = []; gameObject.hasPostPipeline = false;
Get post-fx pipeline¶
var pipelineInstance = gameObject.getPostPipeline(PostFxClass);
Size¶
- Native (un-scaled) size
- Get
var width = gameObject.width; var height = gameObject.height;
- Set
or
gameObject.setSize(width, height);
gameObject.width = width; gameObject.height = height;
- Get
- Display size
- Get
var displayWidth = gameObject.displayWidth; var displayHeight = gameObject.displayHeight;
- Set
or
gameObject.setDisplaySize(displayWidth, displayHeight);
gameObject.displayWidth = displayWidth; gameObject.displayHeight = displayHeight;
- Get
- Scale
- Get
or
var scaleX = gameObject.scaleX; var scaleY = gameObject.scaleY;
var scale = gameObject.scale; // Return (scaleX + scaleY)/2
- Set
or
gameObject.setScale(scaleX, scaleY);
orgameObject.scaleX = scaleX; gameObject.scaleY = scaleY;
gameObject.scale = scale; // Set scaleX, scaleY to scale
- Get
Click¶
gameObject.setInteractive().on('pointerdown', function(pointer, localX, localY, event){
// ...
});
See touch event
State¶
- Get
var state = gameObject.state;
- Set
gameObject.setState(state);
Data¶
- Get
var value = gameObject.getData(key); var values = gameObject.getData(keys); // keys: an array of keys var value = gameObject.data.values[key];
- Set
or
gameObject.setData(key, value); gameObject.incData(key, value); gameObject.setData(obj); // obj: {key0:value0, key1:value1, ...} gameObject.data.values[key] = value; gameObject.data.values[key] += inc;
gameObject.toggleData(key);
- Enable
gameObject.setDataEnabled();
- Events :
- Set data evant
gameObject.on('setdata', function(gameObject, key, value){ /* ... */ });
- Change data event
gameObject.on('changedata', function(gameObject, key, value, previousValue){ /* ... */ });
gameObject.on('changedata-' + key, function(gameObject, value, previousValue){ /* ... */ });
- Set data evant
See data manager
Note
Ensure data manager is created before binding any data-changed events.
Texture¶
- Set texture via key string
gameObject.setTexture(key); // gameObject.setTexture(key, frame); // gameObject.setTexture(key, frame, updateSize, updateOrigin);
- Set texture via texture object
gameObject.setTexture(texture); // gameObject.setTexture(texture, frame);
texture
: Texture object, or canvas texture object
- Set frame
gameObject.setFrame(frame); // gameObject.setFrame(frame, updateSize, updateOrigin);
frame
: The name or index of the frame within the Texture.updateSize
: Should this call adjust the size of the Game Object?updateOrigin
: Should this call adjust the origin of the Game Object?
- Set frame by frame object
gameObject.setFrame(frameObject); // gameObject.setFrame(frameObject, updateSize, updateOrigin);
- Applies a crop to a texture
The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
gameObject.setCrop(x, y, width, height);
- Reset crop
gameObject.setCrop(); // gameObject.isCropped = false;
- Reset crop
- Get texture, frame.
var texture = gameObject.texture; var frame = gameObject.frame;
- Get texture key, frame name.
var textureKey = gameObject.texture.key; var frameName = gameObject.frame.name;
Name¶
- Get
var name = gameObject.name;
- Set
gameObject.setName(name); gameObject.name = name;
Will render¶
- Test render flag and camera filter.
var willRennder = gameObject.willRender(camera);
- Test render flag only
var willRender = (gameObject.renderFlags === Phaser.GameObjects.GameObject.RENDER_MASK);
Phaser.GameObjects.GameObject.RENDER_MASK
: 15 (Visible, Alpha, Transform and Texture)
Add to scene/container¶
Add¶
Trigger 'addedtoscene'
event, which invoke gameObject.addedToScene()
- Register
'addedtoscene'
eventgameObject.on('addedtoscene', function(gameObject, scene){});
- Or, override
addedToScene
methodclass MyClass extends BaseClass { // ... addedtoscene() { super.addedtoscene(); // ... } }
Remove¶
Trigger 'removedfromscene'
event, which invoke gameObject.removedFromScene()
- Register
'removedfromscene'
eventgameObject.on('removedfromscene', function(gameObject, scene){});
- Or, override
removedFromScene
methodclass MyClass extends BaseClass { // ... removedFromScene() { super.removedFromScene(); // ... } }
Custom class¶
- Define class
class MyClass extends BaseClass { constructor(scene, x, y) { super(scene, x, y); // ... scene.add.existing(this); } // ... // preUpdate(time, delta) { // if (super.preUpdate) { // super.preUpdate(time, delta); // } // } // destroy(fromScene) { // // This Game Object has already been destroyed // if (!this.scene) { // return; // } // super.destroy(fromScene); // } }
scene.add.existing(gameObject)
: Adds an existing Game Object to this Scene.- If the Game Object renders, it will be added to the Display List.
- If it has a
preUpdate
method, it will be added to the Update List.- Some kinds of game object like Sprite, Dom-element has
preUpdate
method already.
- Some kinds of game object like Sprite, Dom-element has
- Create instance
var image = new MyClass(scene, x, y, key);