new Graphics(game, x, y)
A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles, Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:
graphics.beginFill(0xff0000);
graphics.drawCircle(50, 50, 100);
graphics.endFill();
This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.
When a Graphics object is rendered it will render differently based on if the game is running under Canvas or WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.
If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help
performance by calling Graphics.generateTexture
. This will 'bake' the Graphics object into a Texture, and return it.
You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then
you should avoid doing this, as it will constantly generate new textures, which will consume memory.
As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful in their complexity and quantity of them in your game.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | X position of the new graphics object. |
y |
number |
<optional> |
0 | Y position of the new graphics object. |
- Source - gameobjects/Graphics.js, line 50
Extends
- PIXI.Graphics
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset
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:
- Default Value:
- true
- Source - gameobjects/components/LifeSpan.js, line 50
-
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:
- Source - gameobjects/components/Angle.js, line 29
-
animations :Phaser.AnimationManager
-
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.
- Inherited From:
- Source - gameobjects/components/Core.js, line 193
- See:
-
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 itsrenderable
property set tofalse
. 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:
- Source - gameobjects/components/AutoCull.js, line 28
-
blendMode :Number
-
The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/primitives/Graphics.js, line 61
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
body
is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.By default Game Objects won't add themselves to any physics system and their
body
property will benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object andsystem
is the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade
.You can alternatively call
game.physics.arcade.enable(object)
, or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchor
property to 0.5, so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 91
-
bottom :number
-
The sum of the y and height properties. This is the same as
y + height - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 168
-
boundsPadding :Number
-
The bounds' padding used for bounds calculation.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 96
-
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:
- Source - gameobjects/components/FixedToCamera.js, line 86
-
centerX :number
-
The center x coordinate of the Game Object. This is the same as
(x - offsetX) + (width / 2)
.- Inherited From:
- 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:
- Source - gameobjects/components/Bounds.js, line 80
-
checkWorldBounds :boolean
-
If this is set to
true
the Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBounds
event.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBounds
event.It also optionally kills the Game Object if
outOfBoundsKill
istrue
.When
checkWorldBounds
is enabled it forces the Game Object to calculate its full bounds every frame.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:
- Source - gameobjects/components/InWorld.js, line 98
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
<internal> components :object
-
The components this Game Object has installed.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 167
-
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:
- Default Value:
- {}
- Source - gameobjects/components/Core.js, line 160
-
debug :boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From:
- Source - gameobjects/components/Core.js, line 218
-
<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:
- 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.
- Inherited From:
- Source - gameobjects/components/Core.js, line 185
- See:
-
exists :boolean
-
Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When
exists
is set tofalse
it will remove its physics body from the physics world if it has one. It also toggles thevisible
property to false as well.Setting
exists
to true will add its physics body back in to the physics world, if it has one. It will also set thevisible
property totrue
.- Inherited From:
- Source - gameobjects/components/Core.js, line 284
-
fillAlpha :Number
-
The alpha value used when filling the Graphics object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 18
-
fixedToCamera :boolean
-
A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.
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.
The offsets are stored in the
cameraOffset
property.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 havefixedToCamera
enabled on them.- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 56
-
<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:
- Source - gameobjects/components/Core.js, line 248
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/components/Core.js, line 142
-
height :Number
-
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 72
-
ignoreChildInput :Boolean
-
If
ignoreChildInput
isfalse
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:
- 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, otherwisefalse
if fully outside of the Cameras bounds.- Inherited From:
- 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.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 24
-
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:
- Source - gameobjects/components/InputEnabled.js, line 42
-
<readonly> inWorld :boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Inherited From:
- Source - gameobjects/components/InWorld.js, line 129
-
isMask :Boolean
-
Whether this shape is being used as a mask.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 88
-
key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture
-
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.Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From:
- Source - gameobjects/components/Core.js, line 203
-
left :number
-
The left coordinate of the Game Object. This is the same as
x - offsetX
.- Inherited From:
- 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 thekill
method.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 65
-
lineColor :String
-
The color of any lines drawn.
- Inherited From:
- Default Value:
- 0
- Source - pixi/primitives/Graphics.js, line 34
-
lineWidth :Number
-
The width (thickness) of any lines drawn.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 26
-
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:
- Source - gameobjects/components/Core.js, line 150
-
<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:
- 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:
- Source - gameobjects/components/Bounds.js, line 42
-
outOfBoundsKill :boolean
-
If this and the
checkWorldBounds
property are both set totrue
then thekill
method is called as soon asinWorld
returns false.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 106
-
outOfCameraBoundsKill :boolean
-
If this and the
autoCull
property are both set totrue
, then thekill
method is called as soon as the Game Object leaves the camera bounds.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 115
-
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:
- Source - gameobjects/components/Core.js, line 259
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/Graphics.js, line 65
-
<readonly> previousPosition :Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From:
- Source - gameobjects/components/Core.js, line 225
-
<readonly> previousRotation :number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From:
- Source - gameobjects/components/Core.js, line 232
-
<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:
- Source - gameobjects/components/Core.js, line 240
-
right :number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 124
-
tint :Number
-
The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/primitives/Graphics.js, line 52
-
top :number
-
The y coordinate of the Game Object. This is the same as
y - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 146
-
type :number
-
The const type of this object.
- Source - gameobjects/Graphics.js, line 59
-
width :Number
-
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 43
-
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:
- Source - gameobjects/components/Core.js, line 211
-
x :number
-
The position of the Game Object on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 98
-
y :number
-
The position of the Game Object on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 124
-
<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:
- Source - gameobjects/components/Core.js, line 177
Methods
-
addChild(child) → {DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 102
-
addChildAt(child, index) → {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
DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 114
-
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
orCamera.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
andPhaser.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
andoffsetY
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
orCamera.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
orPhaser.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:
- 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
orCamera.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
andPhaser.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
andoffsetY
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
orCamera.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
orPhaser.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:
- Source - gameobjects/components/Bounds.js, line 321
-
arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {PIXI.Graphics}
-
The arc method creates an arc/curve (used to create circles, or parts of circles).
Parameters:
Name Type Description cx
Number The x-coordinate of the center of the circle
cy
Number The y-coordinate of the center of the circle
radius
Number The radius of the circle
startAngle
Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
endAngle
Number The ending angle, in radians
anticlockwise
Boolean Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
segments
Number Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 395
-
beginFill(color, alpha) → {PIXI.Graphics}
-
Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
Parameters:
Name Type Description color
Number the color of the fill
alpha
Number the alpha of the fill
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 481
-
bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a bezier curve and then draws it.
Parameters:
Name Type Description cpX
Number Control point x
cpY
Number Control point y
cpX2
Number Second Control point x
cpY2
Number Second Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 266
-
clear() → {PIXI.Graphics}
-
Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 623
-
destroy(destroyChildren)
-
Destroy this Graphics instance.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/Graphics.js, line 117
-
destroyCachedSprite()
-
Destroys a previous cached sprite.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1136
-
drawCircle(x, y, diameter) → {PIXI.Graphics}
-
Draws a circle.
Parameters:
Name Type Description x
Number The X coordinate of the center of the circle
y
Number The Y coordinate of the center of the circle
diameter
Number The diameter of the circle
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 555
-
drawEllipse(x, y, width, height) → {PIXI.Graphics}
-
Draws an ellipse.
Parameters:
Name Type Description x
Number The X coordinate of the center of the ellipse
y
Number The Y coordinate of the center of the ellipse
width
Number The half width of the ellipse
height
Number The half height of the ellipse
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 571
-
drawPolygon(path) → {PIXI.Graphics}
-
Draws a polygon using the given path.
Parameters:
Name Type Description path
Array | PhaserPolygon The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 588
-
drawRect(x, y, width, height) → {PIXI.Graphics}
-
Parameters:
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 524
-
drawRoundedRect(x, y, width, height, radius)
-
Parameters:
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
radius
Number Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 540
-
drawShape(shape) → {PIXI.GraphicsData}
-
Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
Parameters:
Name Type Description shape
Circle | Rectangle | Ellipse | Line | Polygon The Shape object to draw.
Returns:
The generated GraphicsData object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1147
-
endFill() → {PIXI.Graphics}
-
Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 509
-
generateTexture(resolution, scaleMode, padding) → {PIXI.Texture}
-
Useful function that returns a texture of the graphics object that can then be used to create sprites This can be quite useful if your geometry is complicated and needs to be reused multiple times.
Parameters:
Name Type Argument Default Description resolution
Number <optional>
1 The resolution of the texture being generated
scaleMode
Number <optional>
0 Should be one of the PIXI.scaleMode consts
padding
Number <optional>
0 Add optional extra padding to the generated texture (default 0)
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 643
-
getBounds() → {Rectangle}
-
Retrieves the bounds of the graphic shape as a rectangle object
Returns:
Rectangle -the rectangular bounding area
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 837
-
getChildAt(index) → {DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 205
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 170
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 383
-
kill() → {PIXI.DisplayObject}
-
Kills a Game Object. A killed Game Object has its
alive
,exists
andvisible
properties all set to false.It will dispatch the
onKilled
event. You can listen toevents.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.Returns:
PIXI.DisplayObject -This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 113
-
lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}
-
Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
Parameters:
Name Type Description lineWidth
Number width of the line to draw, will update the objects stored style
color
Number color of the line to draw, will update the objects stored style
alpha
Number alpha of the line to draw, will update the objects stored style
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 139
-
lineTo(x, y) → {PIXI.Graphics}
-
Draws a line using the current line style from the current drawing position to (x, y); The current drawing position is then set to (x, y).
Parameters:
Name Type Description x
Number the X coordinate to draw to
y
Number the Y coordinate to draw to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 188
-
moveTo(x, y) → {PIXI.Graphics}
-
Moves the current drawing position to x, y.
Parameters:
Name Type Description x
Number the X coordinate to move to
y
Number the Y coordinate to move to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 173
-
<internal> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 338
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/Graphics.js, line 106
-
quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a quadratic bezier curve and then draws it. Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
Parameters:
Name Type Description cpX
Number Control point x
cpY
Number Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 211
-
removeChild(child) → {DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 222
-
removeChildAt(index) → {DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 237
-
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:
- Source - pixi/display/DisplayObjectContainer.js, line 255
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 428
-
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
andrenderable
to true.If this Game Object has the LifeSpan component it will also set
alive
to true andhealth
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.
Returns:
PIXI.DisplayObject -This instance.
- Inherited From:
- Source - gameobjects/components/Reset.js, line 30
-
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
andvisible
properties all set to true.It will dispatch the
onRevived
event. Listen toevents.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.
Returns:
PIXI.DisplayObject -This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 78
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
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:
- Source - pixi/display/DisplayObjectContainer.js, line 187
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 412
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
DisplayObject -
child2
DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 145
-
update()
-
Override this method in your own custom objects to handle any update requirements. It is called immediately after
preUpdate
and beforepostUpdate
. Remember if this Game Object has any children you should call update on those too.- Inherited From:
- Source - gameobjects/components/Core.js, line 328
-
updateLocalBounds()
-
Update the bounds of the object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 960