Phaser.Image

new Image(game, x, y, key, frame)

An Image is a light-weight object you can use to display anything that doesn't need health, physics, or complex position monitoring.

It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.

Parameters:

Name

Type

Argument

Default

Description

game

Phaser.Game

A reference to the currently running game.

x

number

<optional>

0

The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.

y

number

<optional>

0

The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.

key

string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

<optional>

The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. If this argument is omitted, the image will receive the default texture (asif you had passed '__default'), but its key will remain empty.

frame

string | number

<optional>

If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

Source - gameobjects/Image.js, line 37

Members

alive:boolean

A useful flag to control if the Game Object is alive or dead.

This is set automatically by the Health components damage method should the object run out of health. Or you can toggle it via your game code.

This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

Inherited From: Phaser.Component.LifeSpan#alive Default Value: - true

Source - gameobjects/components/LifeSpan.js, line 50

alpha:Number

The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. Please note that an object with an alpha value of 0 is skipped during the render pass.

The value of this property does not reflect any alpha values set further up the display list. To obtain that value please see the worldAlpha property.

Inherited From: PIXI.DisplayObject#alpha Source - pixi/display/DisplayObject.js, line 63

anchor:Point

The anchor sets the origin point of the texture. The default (0, 0) is the top left. (0.5, 0.5) is the center. (1, 1) is the bottom right.

You can modify the default values in PIXI.Sprite.defaultAnchor.

Inherited From: PIXI.Sprite#anchor Source - pixi/display/Sprite.js, line 17

angle:number

The angle property is the rotation of the Game Object in degrees from its original orientation.

Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.

Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.

If you wish to work in radians instead of degrees you can use the property rotation instead. Working in radians is slightly faster as it doesn't have to perform any calculations.

Inherited From: Phaser.Component.Angle#angle Source - gameobjects/components/Angle.js, line 29

If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.

: - Phaser.AnimationManager

autoCull:boolean

A Game Object with autoCull set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has its renderable property set to false. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.

Inherited From: Phaser.Component.AutoCull#autoCull Source - gameobjects/components/AutoCull.js, line 28

blendMode:Number

The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.

Inherited From: PIXI.Sprite#blendMode Default Value: - PIXI.blendModes.NORMAL;

Source - pixi/display/Sprite.js, line 84

bottom:number

The sum of the y and height properties. This is the same as `y + height

  • offsetY`.

Inherited From: Phaser.Component.Bounds#bottom Source - gameobjects/components/Bounds.js, line 168

cacheAsBitmap:Boolean

Sets if this DisplayObject should be cached as a bitmap.

When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.

Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not re-generate the cached bitmap automatically. To do that you need to call DisplayObject.updateCache.

To remove a cached bitmap, set this property to null.

Inherited From: PIXI.DisplayObject#cacheAsBitmap Source - pixi/display/DisplayObject.js, line 794

cameraOffset:Phaser.Point

The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true.

The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

Inherited From: Phaser.Component.FixedToCamera#cameraOffset Source - gameobjects/components/FixedToCamera.js, line 85

centerX:number

The center x coordinate of the Game Object. This is the same as (x -offsetX) + (width / 2).

Inherited From: Phaser.Component.Bounds#centerX Source - gameobjects/components/Bounds.js, line 58

centerY:number

The center y coordinate of the Game Object. This is the same as (y -offsetY) + (height / 2).

Inherited From: Phaser.Component.Bounds#centerY Source - gameobjects/components/Bounds.js, line 80

<readonly>children:Array.<DisplayObject>

[read-only] The array of children of this container.

<internal> components:object

The components this Game Object has installed.

Inherited From: Phaser.Component.Core#components Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 202

cropRect:Phaser.Rectangle

The Rectangle used to crop the texture this Game Object uses. Set this property via crop. If you modify this property directly you must call updateCrop in order to have the change take effect.

Inherited From: Phaser.Component.Crop#cropRect Source - gameobjects/components/Crop.js, line 24

data:Object

An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.

Inherited From: Phaser.Component.Core#data Default Value: - {}

Source - gameobjects/components/Core.js, line 195

debug:boolean

A debug flag designed for use with Game.enableStep.

Inherited From: Phaser.Component.Core#debug Source

gameobjects/components/Core.js, line 253

<readonly> destroyPhase:boolean

As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.

Inherited From: Phaser.Component.Destroy#destroyPhase Source - gameobjects/components/Destroy.js, line 22

events:Phaser.Events

All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this Game Object, or any of its components.

: - Phaser.Events

exists:Boolean

Controls if this Sprite is processed by the core Phaser game loops and Group loops (except Phaser.Group#update).

Inherited From: PIXI.Sprite#exists Default Value: - true

Source - pixi/display/Sprite.js, line 105

filterArea:Rectangle

The rectangular area used by filters when rendering a shader for this DisplayObject.

Inherited From: PIXI.DisplayObject#filterArea Source - pixi/display/DisplayObject.js, line 195

filters:Array

Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter using DisplayObject.filterArea.

To remove filters, set this property to null.

Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a filter will reset this DisplayObjects blend mode to NORMAL.

Inherited From: PIXI.DisplayObject#filters Source - pixi/display/DisplayObject.js, line 741

fixedToCamera:boolean

A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets are stored in the cameraOffset property, which is initialized with the current object coordinates.

The values are adjusted at the rendering stage, overriding the Game Objects actual world position.

The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.

Note that the cameraOffset values are in addition to any parent of this Game Object on the display list.

Be careful not to set fixedToCamera on Game Objects which are in Groups that already have fixedToCamera enabled on them.

Inherited From: Phaser.Component.FixedToCamera#fixedToCamera Source - gameobjects/components/FixedToCamera.js, line 55

frame:integer

Gets or sets the current frame index of the texture being used to render this Game Object.

To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use, for example: player.frame = 4.

If the frame index given doesn't exist it will revert to the first frame found in the texture.

If you are using a texture atlas then you should use the frameName property instead.

If you wish to fully replace the texture being used see loadTexture.

Inherited From: Phaser.Component.LoadTexture#frame Source - gameobjects/components/LoadTexture.js, line 259

frameName:string

Gets or sets the current frame name of the texture being used to render this Game Object.

To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use, for example: player.frameName = "idle".

If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.

If you are using a sprite sheet then you should use the frame property instead.

If you wish to fully replace the texture being used see loadTexture.

Inherited From: Phaser.Component.LoadTexture#frameName Source - gameobjects/components/LoadTexture.js, line 284

<readonly> fresh:boolean

A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update. This property is mostly used internally by the physics systems, but is exposed for the use of plugins.

Inherited From: Phaser.Component.Core#fresh Source

gameobjects/components/Core.js, line 283

game:Phaser.Game

A reference to the currently running Game.

Inherited From: Phaser.Component.Core#game Source - gameobjects/components/Core.js, line 177

height:Number

The height of the sprite, setting this will actually modify the scale to achieve the value set

Inherited From: PIXI.Sprite#height Source - pixi/display/Sprite.js, line 153

hitArea:Rectangle|Circle|Ellipse|Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need tohit test all the children)

Type:

  • Rectangle| Circle| Ellipse| Polygon

Inherited From: PIXI.DisplayObject#hitArea Source - pixi/display/DisplayObject.js, line 89

ignoreChildInput:Boolean

If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events.

If this property is true then the children will not be considered as valid for Input events.

Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.

Inherited From: PIXI.DisplayObjectContainer#ignoreChildInput Source - pixi/display/DisplayObjectContainer.js, line 26

<readonly> inCamera:boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns true if they do, otherwise false if fully outside of the Cameras bounds.

Inherited From: Phaser.Component.AutoCull#inCamera Source - gameobjects/components/AutoCull.js, line 37

input:Phaser.InputHandler|null

The Input Handler for this Game Object.

By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true.

After you have done this, this property will be a reference to the Phaser InputHandler.

inputEnabled:boolean

By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.

You can then access the Input Handler via this.input.

Note that Input related events are dispatched from this.events, i.e.: events.onInputDown.

If you set this property to false it will stop the Input Handler from processing any more input events.

If you want to temporarily disable input for a Game Object, then it's better to set input.enabled = false, as it won't reset any of the Input Handlers internal properties. You can then toggle this back on as needed.

Inherited From: Phaser.Component.InputEnabled#inputEnabled Source - gameobjects/components/InputEnabled.js, line 42

The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser Image Cache. It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

left:number

The left coordinate of the Game Object. This is the same as x - offsetX.

Inherited From: Phaser.Component.Bounds#left Source - gameobjects/components/Bounds.js, line 102

lifespan:number

The lifespan allows you to give a Game Object a lifespan in milliseconds.

Once the Game Object is 'born' you can set this to a positive value.

It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame. When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Inherited From: Phaser.Component.LifeSpan#lifespan Source - gameobjects/components/LifeSpan.js, line 65

mask:PhaserGraphics

Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. When applied it limits the visible area of this DisplayObject to the shape of the mask. Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. To remove a mask, set this property to null.

Inherited From: PIXI.DisplayObject#mask Source - pixi/display/DisplayObject.js, line 706

name:string

A user defined name given to this Game Object. This value isn't ever used internally by Phaser, it is meant as a game level property.

Inherited From: Phaser.Component.Core#name Source - gameobjects/components/Core.js, line 185

<readonly> offsetX:number

The amount the Game Object is visually offset from its x coordinate. This is the same as width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.

Inherited From: Phaser.Component.Bounds#offsetX Source - gameobjects/components/Bounds.js, line 24

<readonly> offsetY:number

The amount the Game Object is visually offset from its y coordinate. This is the same as height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.

Inherited From: Phaser.Component.Bounds#offsetY Source - gameobjects/components/Bounds.js, line 42

<readonly> parent:PIXIDisplayObjectContainer

The parent DisplayObjectContainer that this DisplayObject is a child of. All DisplayObjects must belong to a parent in order to be rendered. The root parent is the Stage object. This property is set automatically when the DisplayObject is added to, or removed from, a DisplayObjectContainer.

Inherited From: PIXI.DisplayObject#parent Source - pixi/display/DisplayObject.js, line 107

pendingDestroy:boolean

A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.

This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.

Inherited From: Phaser.Component.Core#pendingDestroy Source - gameobjects/components/Core.js, line 294

pivot:PIXIPoint

The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.

Inherited From: PIXI.DisplayObject#pivot Source - pixi/display/DisplayObject.js, line 43

position:PIXIPoint

The coordinates, in pixels, of this DisplayObject, relative to its parent container.

The value of this property does not reflect any positioning happening further up the display list. To obtain that value please see the worldPosition property.

Inherited From: PIXI.DisplayObject#position Source

pixi/display/DisplayObject.js, line 20

<readonly> previousPosition:Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From: Phaser.Component.Core#previousPosition Source - gameobjects/components/Core.js, line 260

<readonly> previousRotation:number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From: Phaser.Component.Core#previousRotation Source - gameobjects/components/Core.js, line 267

renderable:Boolean

Should this DisplayObject be rendered by the renderer? An object with a renderable value of false is skipped during the render pass.

Inherited From: PIXI.DisplayObject#renderable Source - pixi/display/DisplayObject.js, line 98

<readonly> renderOrderID:number

The render order ID is used internally by the renderer and Input Manager and should not be modified. This property is mostly used internally by the renderers, but is exposed for the use of plugins.

Inherited From: Phaser.Component.Core#renderOrderID Source - gameobjects/components/Core.js, line 275

right:number

The right coordinate of the Game Object. This is the same as `x + width

  • offsetX`.

Inherited From: Phaser.Component.Bounds#right Source - gameobjects/components/Bounds.js, line 124

rotation:Number

The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on a right-handed orientation.

The value of this property does not reflect any rotation happening further up the display list. To obtain that value please see the worldRotation property.

Inherited From: PIXI.DisplayObject#rotation Source

pixi/display/DisplayObject.js, line 51

scale:PIXIPoint

The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.

The value of this property does not reflect any scaling happening further up the display list. To obtain that value please see the worldScale property.

Inherited From: PIXI.DisplayObject#scale Source - pixi/display/DisplayObject.js, line 31

scaleMax:Phaser.Point

The maximum scale this Game Object will scale up to.

It allows you to prevent a parent from scaling this Game Object higher than the given value.

Set it to null to remove the limit.

Inherited From: Phaser.Component.ScaleMinMax#scaleMax Source - gameobjects/components/ScaleMinMax.js, line 46

scaleMin:Phaser.Point

The minimum scale this Game Object will scale down to.

It allows you to prevent a parent from scaling this Game Object lower than the given value.

Set it to null to remove the limit.

Inherited From: Phaser.Component.ScaleMinMax#scaleMin Source - gameobjects/components/ScaleMinMax.js, line 36

shader:PhaserFilter

The shader that will be used to render this Sprite. Set to null to remove a current shader.

Inherited From: PIXI.Sprite#shader Default Value: - null

Source - pixi/display/Sprite.js, line 95

smoothed:boolean

Enable or disable texture smoothing for this Game Object.

It only takes effect if the Game Object is using an image based texture.

Smoothing is enabled by default.

Inherited From: Phaser.Component.Smoothed#smoothed Source - gameobjects/components/Smoothed.js, line 25

texture:PIXI.Texture

The texture that the sprite is using

Inherited From: PIXI.Sprite#texture Source

tint:Number

The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

Inherited From: PIXI.Sprite#tint Default Value: - 0xFFFFFF

Source - pixi/display/Sprite.js, line 56

tintedTexture:Canvas

A canvas that contains the tinted version of the Sprite (in Canvas mode,WebGL doesn't populate this)

Inherited From: PIXI.Sprite#tintedTexture Default Value: - null

Source - pixi/display/Sprite.js, line 75

top:number

The y coordinate of the Game Object. This is the same as y - offsetY.

Inherited From: Phaser.Component.Bounds#top Source

gameobjects/components/Bounds.js, line 146

transformCallback:function

The callback that will apply any scale limiting to the worldTransform.

Inherited From: Phaser.Component.ScaleMinMax#transformCallback Source - gameobjects/components/ScaleMinMax.js, line 20

transformCallbackContext:object

The context under which transformCallback is called.

Inherited From: Phaser.Component.ScaleMinMax#transformCallbackContext Source - gameobjects/components/ScaleMinMax.js, line 26

<readonly> type:number

The const type of this object.

Source - gameobjects/Image.js, line 48

visible:Boolean

The visibility of this DisplayObject. A value of false makes the object invisible. A value of true makes it visible. Please note that an object with a visible value of false is skipped during the render pass. Equally a DisplayObject with visible false will not render any of its children.

The value of this property does not reflect any visible values set further up the display list. To obtain that value please see the worldVisible property.

Inherited From: PIXI.DisplayObject#visible Source - pixi/display/DisplayObject.js, line 75

width:Number

The width of the sprite, setting this will actually modify the scale to achieve the value set

Inherited From: PIXI.Sprite#width Source - pixi/display/Sprite.js, line 134

world:Phaser.Point

The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from position, which contains the x/y coordinates relative to the Game Objects parent.

Inherited From: Phaser.Component.Core#world Source

gameobjects/components/Core.js, line 246

<readonly> worldAlpha:Number

The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. This value is the calculated total, based on the alpha values of all parents of this DisplayObjects in the display list.

To obtain, and set, the local alpha value, see the alpha property.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldAlpha Source - pixi/display/DisplayObject.js, line 119

<readonly> worldPosition:PIXIPoint

The coordinates, in pixels, of this DisplayObject within the world.

This property contains the calculated total, based on the positions of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldPosition Source - pixi/display/DisplayObject.js, line 150

<readonly> worldRotation:Number

The rotation, in radians, of this DisplayObject.

This property contains the calculated total, based on the rotations of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldRotation Source - pixi/display/DisplayObject.js, line 180

<readonly> worldScale:PIXIPoint

The global scale of this DisplayObject.

This property contains the calculated total, based on the scales of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldScale Source - pixi/display/DisplayObject.js, line 165

<readonly> worldTransform:PhaserMatrix

The current transform of this DisplayObject.

This property contains the calculated total, based on the transforms of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldTransform Source - pixi/display/DisplayObject.js, line 135

worldVisible:Boolean

Indicates if this DisplayObject is visible, based on it, and all of its parents, visible property values.

Inherited From: PIXI.DisplayObject#worldVisible Source - pixi/display/DisplayObject.js, line 663

x:Number

The horizontal position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#x Source - pixi/display/DisplayObject.js, line 619

y:Number

The vertical position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#y Source - pixi/display/DisplayObject.js, line 641

<readonly> z:number

The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

Inherited From: Phaser.Component.Core#z Source - gameobjects/components/Core.js, line 212

addChild(child)→ {PIXI.DisplayObject}

Adds a child to the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to add to the container

addChildAt(child, index)→

{PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The child to add

index

Number

The index to place the child in

alignIn(container, position, offsetX, offsetY)→ {Object}

Aligns this Game Object within another Game Object, or Rectangle, known as the 'container', to one of 9 possible positions.

The container must be a Game Object, or Phaser.Rectangle object. This can include properties such as World.bounds or Camera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of the container. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the container, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:

sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive one expands it.

Parameters:

Name

Type

Argument

Default

Description

container

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position

integer

<optional>

The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX

integer

<optional>

0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY

integer

<optional>

0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object-

This Game Object.

Inherited From: Phaser.Component.Bounds#alignIn Source - gameobjects/components/Bounds.js, line 223

alignTo(parent, position, offsetX, offsetY)→ {Object}

Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.

The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as World.bounds or Camera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the parent, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:

sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive one expands it.

Parameters:

Name

Type

Argument

Default

Description

parent

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position

integer

<optional>

The position constant. One of Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX

integer

<optional>

0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY

integer

<optional>

0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object-

This Game Object.

Inherited From: Phaser.Component.Bounds#alignTo Source - gameobjects/components/Bounds.js, line 321

bringToTop()→ {PIXI.DisplayObject}

Brings this Game Object to the top of its parents display list. Visually this means it will render over the top of any old child in the same Group.

If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, because the World is the root Group from which all Game Objects descend.

contains(child)→ {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

crop(rect, copy)

Crop allows you to crop the texture being used to display this Game Object. Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.

Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method, or by modifying cropRect property directly and then calling updateCrop.

The rectangle object given to this method can be either a Phaser.Rectangle or any other object so long as it has public x, y, width, height, right and bottom properties.

A reference to the rectangle is stored in cropRect unless the copy parameter is true, in which case the values are duplicated to a local object.

Parameters:

Name

Type

Argument

Default

Description

rect

Phaser.Rectangle

The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.

copy

boolean

<optional>

false

If false cropRect will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.

Inherited From: Phaser.Component.Crop#crop Source - gameobjects/components/Crop.js, line 49

destroy(destroyChildren, destroyTexture)

Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.

If this Game Object has the Events component it will also dispatch the onDestroy event.

You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've more than one Game Object sharing the same BaseTexture.

Parameters:

Name

Type

Argument

Default

Description

destroyChildren

boolean

<optional>

true

Should every child of this object have its destroy method called as well?

destroyTexture

boolean

<optional>

false

Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

Inherited From: Phaser.Component.Destroy#destroy Source - gameobjects/components/Destroy.js, line 37

getBounds(matrix)→ {Rectangle}

Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.

It is important to note that the transform is not updated when you call this method. So if this Sprite is the child of a Display Object which has had its transform updated since the last render pass, those changes will not yet have been applied to this Sprites worldTransform. If you need to ensure that all parent transforms are factored into this getBounds operation then you should call updateTransform on the root most object in this Sprites display list first.

Parameters:

Name

Type

Description

matrix

Matrix

the transformation matrix of the sprite

Returns:

Rectangle-

the framing rectangle

Inherited From: PIXI.Sprite#getBounds Source - pixi/display/Sprite.js, line 208

getChildAt(index)→ {PIXI.DisplayObject}

Returns the child at the specified index

Parameters:

Name

Type

Description

index

Number

The index to get the child from

Returns:

PIXI.DisplayObject-

The child at the given index, if any.

Inherited From: PIXI.DisplayObjectContainer#getChildAt Source - pixi/display/DisplayObjectContainer.js, line 153

getChildIndex(child)→ {Number}

Returns the index position of a child DisplayObject instance

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject instance to identify

Returns:

Number-

The index position of the child display object to identify

Inherited From: PIXI.DisplayObjectContainer#getChildIndex Source - pixi/display/DisplayObjectContainer.js, line 112

getLocalBounds()→ {Rectangle}

Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.

Returns:

Rectangle-

The rectangular bounding area

Inherited From: PIXI.Sprite#getLocalBounds Source - pixi/display/Sprite.js, line 324

kill()→ {PIXI.DisplayObject}

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.onKilled for the signal.

Note that killing a Game Object is a way for you to quickly recycle it in an object pool, it doesn't destroy the object or free it up from memory.

If you don't need this Game Object any more you should call destroy instead.

loadTexture(key, frame, stopAnimation)

Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.

If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead.

You should only use loadTexture if you want to replace the base texture entirely.

Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.

You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (theframe is set to zero).

This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.

Note: You cannot use a RenderTexture as a texture for a TileSprite.

Parameters:

Name

Type

Argument

Default

Description

key

string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture

This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.

frame

string | number

<optional>

If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

stopAnimation

boolean

<optional>

true

If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.

Inherited From: Phaser.Component.LoadTexture#loadTexture Source - gameobjects/components/LoadTexture.js, line 51

moveDown()→ {PIXI.DisplayObject}

Moves this Game Object down one place in its parents display list. This call has no effect if the Game Object is already at the bottom of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World, because the World is the root Group from which all Game Objects descend.

moveUp()→ {PIXI.DisplayObject}

Moves this Game Object up one place in its parents display list. This call has no effect if the Game Object is already at the top of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World, because the World is the root Group from which all Game Objects descend.

overlap(displayObject)→ {boolean}

Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result.

This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result.

Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency. It should be fine for low-volume testing where physics isn't required.

Parameters:

Name

Type

Description

displayObject

Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject

The display object to check against.

Returns:

boolean-

True if the bounds of this Game Object intersects at any point with the bounds of the given display object.

Inherited From: Phaser.Component.Overlap#overlap Source - gameobjects/components/Overlap.js, line 29

play(name, frameRate, loop, killOnComplete)→

{Phaser.Animation}

Plays an Animation.

The animation should have previously been created via animations.add.

If the animation is already playing calling this again won't do anything. If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop.

Parameters:

Name

Type

Argument

Default

Description

name

string

The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.

frameRate

number

<optional>

null

The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.

loop

boolean

<optional>

false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete

boolean

<optional>

false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Returns:

Phaser.Animation-

A reference to playing Animation.

Inherited From: Phaser.Component.Animation#play Source - gameobjects/components/Animation.js, line 31

<internal> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From: Phaser.Component.Core#postUpdate Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 373

preUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/Image.js, line 81

removeChild(child)→ {PIXI.DisplayObject}

Removes a child from the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to remove

removeChildAt(index)→

{PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters:

Name

Type

Description

index

Number

The index to get the child from

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:

Name

Type

Description

beginIndex

Number

The beginning position. Default value is 0.

endIndex

Number

The ending position. Default value is size of the container.

Inherited From: PIXI.DisplayObjectContainer#removeChildren Source - pixi/display/DisplayObjectContainer.js, line 213

reset(x, y, health)→

{PIXI.DisplayObject}

Resets the Game Object.

This moves the Game Object to the given x/y world coordinates and sets fresh, exists, visible and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health to the given value.

If this Game Object has a Physics Body it will reset the Body.

Parameters:

Name

Type

Argument

Default

Description

x

number

The x coordinate (in world space) to position the Game Object at.

y

number

The y coordinate (in world space) to position the Game Object at.

health

number

<optional>

1

The health to give the Game Object if it has the Health component.

resetFrame()

Resets the texture frame dimensions that the Game Object uses for rendering.

Inherited From: Phaser.Component.LoadTexture#resetFrame Source - gameobjects/components/LoadTexture.js, line 237

resizeFrame(parent, width, height)

Resizes the Frame dimensions that the Game Object uses for rendering.

You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.

Parameters:

Name

Type

Description

parent

object

The parent texture object that caused the resize, i.e. a Phaser.Video object.

width

integer

The new width of the texture.

height

integer

The new height of the texture.

Inherited From: Phaser.Component.LoadTexture#resizeFrame Source - gameobjects/components/LoadTexture.js, line 225

revive(health)→ {PIXI.DisplayObject}

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.onRevived for the signal.

Parameters:

Name

Type

Argument

Default

Description

health

number

<optional>

100

The health to give the Game Object. Only set if the GameObject has the Health component.

sendToBack()→ {PIXI.DisplayObject}

Sends this Game Object to the bottom of its parents display list. Visually this means it will render below all other children in the same Group.

If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, because the World is the root Group from which all Game Objects descend.

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index

Number

The resulting index number for the child display object

Inherited From: PIXI.DisplayObjectContainer#setChildIndex Source - pixi/display/DisplayObjectContainer.js, line 132

setFrame(frame)

Sets the texture frame the Game Object uses for rendering.

This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes.

Parameters:

Name

Type

Description

frame

Phaser.Frame

The Frame to be used by the texture.

Inherited From: Phaser.Component.LoadTexture#setFrame Source - gameobjects/components/LoadTexture.js, line 155

setScaleMinMax(minX, minY, maxX, maxY)

Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.

For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.

By setting these values you can carefully control how Game Objects deal with responsive scaling.

If only one parameter is given then that value will be used for both scaleMin and scaleMax: setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1

If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2

If you wish to set scaleMin with different values for x and y then either modify Game Object.scaleMin directly, or pass null for the maxX and maxY parameters.

Call setScaleMinMax(null) to clear all previously set values.

Parameters:

Name

Type

Description

minX

number | null

The minimum horizontal scale value this Game Object can scale down to.

minY

number | null

The minimum vertical scale value this Game Object can scale down to.

maxX

number | null

The maximum horizontal scale value this Game Object can scale up to.

maxY

number | null

The maximum vertical scale value this Game Object can scale up to.

Inherited From: Phaser.Component.ScaleMinMax#setScaleMinMax Source - gameobjects/components/ScaleMinMax.js, line 110

setTexture(texture, destroy)

Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous texture this Sprite was using.

Parameters:

Name

Type

Argument

Default

Description

texture

PIXI.Texture

The PIXI texture that is displayed by the sprite

destroy

Boolean

<optional>

false

Call Texture.destroy on the current texture before replacing it with the new one?

Inherited From: PIXI.Sprite#setTexture Source - pixi/display/Sprite.js, line 172

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

child2

PIXI.DisplayObject

Inherited From: PIXI.DisplayObjectContainer#swapChildren Source - pixi/display/DisplayObjectContainer.js, line 85

update()

Override this method in your own custom objects to handle any update requirements. It is called immediately after preUpdate and before postUpdate. Remember if this Game Object has any children you should call update on those too.

Inherited From: Phaser.Component.Core#update Source - gameobjects/components/Core.js, line 363

updateCrop()

If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property, or the rectangle it references, then you need to update the crop frame by calling this method.

Inherited From: Phaser.Component.Crop#updateCrop Source - gameobjects/components/Crop.js, line 86