new World(game)
"This world is but a canvas to our imagination." - Henry David Thoreau
A game has only one world. The world is an abstract place in which all game objects live. It is not bound by stage limits and can be any size. You look into the world via cameras. All game objects live within the world at world-based coordinates. By default a world is created the same size as your Stage.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | Reference to the current game instance. |
- Source - core/World.js, line 19
Extends
Members
-
<readonly> _definedSize :boolean
-
True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions.
- Source - core/World.js, line 41
-
_height
-
- Source - core/World.js, line 51
Properties:
Name Type Description height
number The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
-
_width
-
- Source - core/World.js, line 46
Properties:
Name Type Description width
number The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
-
alive :boolean
-
The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.
- Inherited From:
- Default Value:
- true
- Source - core/Group.js, line 93
-
alpha :number
-
The alpha value of the group container.
- Inherited From:
- Source - core/Group.js, line 2417
-
angle :number
-
The angle of rotation of the group container, in degrees.
This adjusts the group itself by modifying its local rotation transform.
This has no impact on the rotation/angle properties of the children, but it will update their worldTransform and on-screen orientation and position.
- Inherited From:
- Source - core/Group.js, line 2349
-
bounds :Phaser.Rectangle
-
The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects. By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display. However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0. So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0. Bound of this world that objects can not escape from.
- Source - core/World.js, line 30
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 355
-
camera :Phaser.Camera
-
Camera instance.
- Source - core/World.js, line 35
-
cameraOffset :Phaser.Point
-
If this object is fixedToCamera then this stores the x/y position offset relative to the top-left of the camera view. If the parent of this Group is also
fixedToCamera
then the offset here is in addition to that and should typically be disabled.- Inherited From:
- Source - core/Group.js, line 210
-
<readonly> centerX :number
-
Gets the X position corresponding to the center point of the world.
- Source - core/World.js, line 293
-
<readonly> centerY :number
-
Gets the Y position corresponding to the center point of the world.
- Source - core/World.js, line 306
-
<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
-
classType :object
-
The type of objects that will be created when using create or createMultiple.
Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments: when a new object is created it is passed the following parameters to its constructor:
(game, x, y, key, frame)
.- Inherited From:
- Default Value:
- Source - core/Group.js, line 130
-
cursor :DisplayObject
-
The current display object that the group cursor is pointing to, if any. (Can be set manually.)
The cursor is a way to iterate through the children in a Group using next and previous.
- Inherited From:
- Source - core/Group.js, line 138
-
<readonly> cursorIndex :integer
-
The current index of the Group cursor. Advance it with Group.next.
- Inherited From:
- Source - core/Group.js, line 193
-
enableBody :boolean
-
If true all Sprites created by, or added to this group, will have a physics body enabled on them.
The default body type is controlled with physicsBodyType.
- Inherited From:
- Source - core/Group.js, line 146
-
enableBodyDebug :boolean
-
If true when a physics body is created (via enableBody) it will create a physics debug object as well.
This only works for P2 bodies.
- Inherited From:
- Source - core/Group.js, line 155
-
exists :boolean
-
If exists is true the group is updated, otherwise it is skipped.
- Inherited From:
- Default Value:
- true
- Source - core/Group.js, line 100
-
filterArea :Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 164
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.
To remove filters simply set this property to 'null'.
You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset this objects blend mode to NORMAL.
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 307
-
fixedToCamera :boolean
-
A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list. So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x
- Inherited From:
- Source - core/Group.js, line 203
-
<internal> game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 38
-
hash :array
-
The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash.
Only children of this Group can be added to and removed from the hash.
This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order)
- Inherited From:
- Source - core/Group.js, line 223
-
height :number
-
Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions.
- Source - core/World.js, line 268
-
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 to hit test all the children)
Type:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 62
-
ignoreDestroy :boolean
-
A group with
ignoreDestroy
set totrue
ignores all calls to itsdestroy
method.- Inherited From:
- Source - core/Group.js, line 107
-
<readonly> length :integer
-
Total number of children in this group, regardless of exists/alive status.
- Inherited From:
- Source - core/Group.js, line 2332
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 282
-
name :string
-
A name for this group. Not used internally but useful for debugging.
- Inherited From:
- Source - core/Group.js, line 49
-
onDestroy :Phaser.Signal
-
This signal is dispatched when the group is destroyed.
- Inherited From:
- Source - core/Group.js, line 187
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 79
-
pendingDestroy :boolean
-
A Group is that has
pendingDestroy
set totrue
is flagged to have its destroy method called on the next logic update. You can set it directly to flag the Group to be destroyed on its next update.This is extremely useful if you wish to destroy a Group from within one of its own callbacks or a callback of one of its children.
- Inherited From:
- Source - core/Group.js, line 119
-
physicsBodyType :integer
-
If enableBody is true this is the type of physics body that is created on new Sprites.
The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc.
- Inherited From:
- Source - core/Group.js, line 163
-
physicsSortDirection :integer
-
If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property.
It should be set to one of the Phaser.Physics.Arcade sort direction constants:
Phaser.Physics.Arcade.SORT_NONE Phaser.Physics.Arcade.LEFT_RIGHT Phaser.Physics.Arcade.RIGHT_LEFT Phaser.Physics.Arcade.TOP_BOTTOM Phaser.Physics.Arcade.BOTTOM_TOP
If set to
null
the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior.- Inherited From:
- Source - core/Group.js, line 181
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Inherited From:
- Source - core/Group.js, line 86
-
pivot :Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
position :Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
<readonly> randomX :number
-
Gets a random integer which is lesser than or equal to the current width of the game world.
- Source - core/World.js, line 319
-
<readonly> randomY :number
-
Gets a random integer which is lesser than or equal to the current height of the game world.
- Source - core/World.js, line 341
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 71
-
rotation :number
-
The angle of rotation of the group container, in radians.
This will adjust the group container itself by modifying its rotation. This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
- Inherited From:
- Source - core/Group.js, line 2401
-
scale :Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
<readonly> stage :Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 88
-
<readonly> total :integer
-
Total number of existing children in the group.
- Inherited From:
- Source - core/Group.js, line 2315
-
<internal> type :integer
-
Internal Phaser Type value.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 80
-
visible :boolean
-
The visible state of the group. Non-visible Groups and all of their children are not rendered.
- Inherited From:
- Source - core/Group.js, line 2410
-
width :number
-
Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions.
- Source - core/World.js, line 243
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 97
-
<readonly> worldPosition :Point
-
The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 116
-
<readonly> worldRotation :Number
-
The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 136
-
<readonly> worldScale :Point
-
The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 126
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 258
-
x :number
-
The x coordinate of the group container.
You can adjust the group container itself by modifying its coordinates. This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
- Inherited From:
- Source - core/Group.js, line 2383
-
y :number
-
The y coordinate of the group container.
You can adjust the group container itself by modifying its coordinates. This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
- Inherited From:
- Source - core/Group.js, line 2392
-
<readonly> z :integer
-
The z-depth value of this object within its parent container/Group - the World is a Group as well. This value must be unique for each child in a Group.
- Inherited From:
- Source - core/Group.js, line 57
Methods
-
add(child, silent) → {DisplayObject}
-
Adds an existing object as the top child in this group.
The child is automatically added to the top of the group and is displayed on top of every previous child.
If Group.enableBody is set then a physics body will be created on the object, so long as one does not already exist.
Use addAt to control where a child is added. Use create to create and add a new child.
Parameters:
Name Type Argument Default Description child
DisplayObject The display object to add as a child.
silent
boolean <optional>
false If true the child will not dispatch the
onAddedToGroup
event.Returns:
The child that was added to the group.
- Inherited From:
- Source - core/Group.js, line 272
-
addAll(property, amount, checkAlive, checkVisible)
-
Adds the amount to the given property on all children in this group.
Group.addAll('x', 10)
will add 10 to the child.x value for each child.Parameters:
Name Type Description property
string The property to increment, for example 'body.velocity.x' or 'angle'.
amount
number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
- Inherited From:
- Source - core/Group.js, line 1142
-
addAt(child, index, silent) → {DisplayObject}
-
Adds an existing object to this group.
The child is added to the group at the location specified by the index value, this allows you to control child ordering.
Parameters:
Name Type Argument Default Description child
DisplayObject The display object to add as a child.
index
integer <optional>
0 The index within the group to insert the child to.
silent
boolean <optional>
false If true the child will not dispatch the
onAddedToGroup
event.Returns:
The child that was added to the group.
- Inherited From:
- Source - core/Group.js, line 406
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 91
-
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
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 103
-
addMultiple(children, silent) → {Array.<DisplayObject>|Phaser.Group}
-
Adds an array of existing Display Objects to this Group.
The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group.
As well as an array you can also pass another Group as the first argument. In this case all of the children from that Group will be removed from it and added into this Group.
Parameters:
Name Type Argument Default Description children
Array.<DisplayObject> | Phaser.Group An array of display objects or a Phaser.Group. If a Group is given then all children will be moved from it.
silent
boolean <optional>
false If true the children will not dispatch the
onAddedToGroup
event.Returns:
Array.<DisplayObject> | Phaser.Group -The array of children or Group of children that were added to this Group.
- Inherited From:
- Source - core/Group.js, line 375
-
addToHash(child) → {boolean}
-
Adds a child of this Group into the hash array. This call will return false if the child is not a child of this Group, or is already in the hash.
Parameters:
Name Type Description child
DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash.
Returns:
boolean -True if the child was successfully added to the hash, otherwise false.
- Inherited From:
- Source - core/Group.js, line 325
-
<internal> ascendingSortHandler(a, b)
-
An internal helper function for the sort process.
Parameters:
Name Type Description a
object The first object being sorted.
b
object The second object being sorted.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1681
-
<internal> boot()
-
Initialises the game world.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/World.js, line 60
-
bringToTop(child) → {any}
-
Brings the given child to the top of this group so it renders above all other children.
Parameters:
Name Type Description child
any The child to bring to the top of this group.
Returns:
any -The child that was moved.
- Inherited From:
- Source - core/Group.js, line 667
-
callAll(method, context, args)
-
Calls a function, specified by name, on all on children.
The function is called for all children regardless if they are dead or alive (see callAllExists for different options). After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.
Parameters:
Name Type Argument Default Description method
string Name of the function on the child to call. Deep property lookup is supported.
context
string <optional>
null A string containing the context under which the method will be executed. Set to null to default to the child.
args
any <repeatable>
Additional parameters that will be passed to the method.
- Inherited From:
- Source - core/Group.js, line 1297
-
callAllExists(callback, existsValue, parameter)
-
Calls a function, specified by name, on all children in the group who exist (or do not exist).
After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
Parameters:
Name Type Argument Description callback
string Name of the function on the children to call.
existsValue
boolean Only children with exists=existsValue will be called.
parameter
any <repeatable>
Additional parameters that will be passed to the callback.
- Inherited From:
- Source - core/Group.js, line 1210
-
<internal> callbackFromArray(child, callback, length)
-
Returns a reference to a function that exists on a child of the group based on the given callback array.
Parameters:
Name Type Description child
object The object to inspect.
callback
array The array of function names.
length
integer The size of the array (pre-calculated in callAll).
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1244
-
checkAll(key, value, checkAlive, checkVisible, force)
-
Quickly check that the same property across all children of this group is equal to the given value.
This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be checked.
checkAlive
boolean <optional>
false If set then only children with alive=true will be checked. This includes any Groups that are children.
checkVisible
boolean <optional>
false If set then only children with visible=true will be checked. This includes any Groups that are children.
force
boolean <optional>
false If
force
is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.- Inherited From:
- Source - core/Group.js, line 1109
-
checkProperty(child, key, value, force) → {boolean}
-
Checks a property for the given value on the child.
Parameters:
Name Type Argument Default Description child
any The child to check the property value on.
key
array An array of strings that make up the property that will be set.
value
any The value that will be checked.
force
boolean <optional>
false If
force
is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.Returns:
boolean -True if the property was was equal to value, false if not.
- Inherited From:
- Source - core/Group.js, line 973
-
countDead() → {integer}
-
Get the number of dead children in this group.
Returns:
integer -The number of children flagged as dead.
- Inherited From:
- Source - core/Group.js, line 2064
-
countLiving() → {integer}
-
Get the number of living children in this group.
Returns:
integer -The number of children flagged as alive.
- Inherited From:
- Source - core/Group.js, line 2052
-
create(x, y, key, frame, exists) → {DisplayObject}
-
Creates a new Phaser.Sprite object and adds it to the top of this group.
Use classType to change the type of object created.
Parameters:
Name Type Argument Default Description x
number The x coordinate to display the newly created Sprite at. The value is in relation to the group.x point.
y
number The y coordinate to display the newly created Sprite at. The value is in relation to the group.y point.
key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
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.
exists
boolean <optional>
true The default exists state of the Sprite.
Returns:
The child that was created: will be a Phaser.Sprite unless #classType has been changed.
- Inherited From:
- Source - core/Group.js, line 476
-
createMultiple(quantity, key, frame, exists)
-
Creates multiple Phaser.Sprite objects and adds them to the top of this group.
Useful if you need to quickly generate a pool of identical sprites, such as bullets.
By default the sprites will be set to not exist and will be positioned at 0, 0 (relative to the group.x/y). Use classType to change the type of object created.
Parameters:
Name Type Argument Default Description quantity
integer The number of Sprites to create.
key
string The Game.cache key of the image that this Sprite will use.
frame
integer | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
exists
boolean <optional>
false The default exists state of the Sprite.
- Inherited From:
- Source - core/Group.js, line 522
-
customSort(sortHandler, context)
-
Sort the children in the group according to custom sort function.
The
sortHandler
is provided the two parameters: the two children involved in the comparison (a and b). It should return -1 ifa > b
, 1 ifa < b
or 0 ifa === b
.Parameters:
Name Type Argument Description sortHandler
function The custom sort function.
context
object <optional>
The context in which the sortHandler is called.
- Inherited From:
- Source - core/Group.js, line 1657
-
<internal> descendingSortHandler(a, b)
-
An internal helper function for the sort process.
Parameters:
Name Type Description a
object The first object being sorted.
b
object The second object being sorted.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1713
-
destroy(destroyChildren, soft)
-
Destroys this group.
Removes all children, then removes this group from its parent and nulls references.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true If true
destroy
will be invoked on each removed child.soft
boolean <optional>
false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does.
- Inherited From:
- Source - core/Group.js, line 2278
-
divideAll(property, amount, checkAlive, checkVisible)
-
Divides the given property by the amount on all children in this group.
Group.divideAll('x', 2)
will half the child.x value for each child.Parameters:
Name Type Description property
string The property to divide, for example 'body.velocity.x' or 'angle'.
amount
number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
- Inherited From:
- Source - core/Group.js, line 1193
-
filter(predicate, checkExists) → {Phaser.ArraySet}
-
Find children matching a certain predicate.
For example:
var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack');
Note: Currently this will skip any children which are Groups themselves.
Parameters:
Name Type Argument Default Description predicate
function The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, the index as the second, and the entire child array as the third
checkExists
boolean <optional>
false If true, only existing can be selected; otherwise all children can be selected and will be passed to the predicate.
Returns:
Returns an array list containing all the children that the predicate returned true for
- Inherited From:
- Source - core/Group.js, line 1439
-
forEach(callback, callbackContext, checkExists, args)
-
Call a function on each child in this group.
Additional arguments for the callback can be specified after the
checkExists
parameter. For example,Group.forEach(awardBonusGold, this, true, 100, 500)
would invoke
awardBonusGold
function with the parameters(child, 100, 500)
.Note: This check will skip any children which are Groups themselves.
Parameters:
Name Type Argument Default Description callback
function The function that will be called for each applicable child. The child will be passed as the first argument.
callbackContext
object The context in which the function should be called (usually 'this').
checkExists
boolean <optional>
false If set only children matching for which
exists
is true will be passed to the callback, otherwise all children will be passed.args
any <optional>
<repeatable>
(none) Additional arguments to pass to the callback function, after the child item.
- Inherited From:
- Source - core/Group.js, line 1479
-
forEachAlive(callback, callbackContext, args)
-
Call a function on each alive child in this group.
See forEach for details.
Parameters:
Name Type Argument Default Description callback
function The function that will be called for each applicable child. The child will be passed as the first argument.
callbackContext
object The context in which the function should be called (usually 'this').
args
any <optional>
<repeatable>
(none) Additional arguments to pass to the callback function, after the child item.
- Inherited From:
- Source - core/Group.js, line 1561
-
forEachDead(callback, callbackContext, args)
-
Call a function on each dead child in this group.
See forEach for details.
Parameters:
Name Type Argument Default Description callback
function The function that will be called for each applicable child. The child will be passed as the first argument.
callbackContext
object The context in which the function should be called (usually 'this').
args
any <optional>
<repeatable>
(none) Additional arguments to pass to the callback function, after the child item.
- Inherited From:
- Source - core/Group.js, line 1589
-
forEachExists(callback, callbackContext, args)
-
Call a function on each existing child in this group.
See forEach for details.
Parameters:
Name Type Argument Default Description callback
function The function that will be called for each applicable child. The child will be passed as the first argument.
callbackContext
object The context in which the function should be called (usually 'this').
args
any <optional>
<repeatable>
(none) Additional arguments to pass to the callback function, after the child item.
- Inherited From:
- Source - core/Group.js, line 1533
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.RenderTexture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 542
-
getAt(index) → {DisplayObject|integer}
-
Returns the child found at the given index within this group.
Parameters:
Name Type Description index
integer The index to return the child from.
Returns:
DisplayObject | integer -The child that was found at the given index, or -1 for an invalid index.
- Inherited From:
- Source - core/Group.js, line 456
-
getBottom() → {any}
-
Returns the child at the bottom of this group.
The bottom child the child being displayed (rendered) below every other child.
Returns:
any -The child at the bottom of the Group.
- Inherited From:
- Source - core/Group.js, line 1961
-
getBounds() → {Rectangle}
-
Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 307
-
getByName(name) → {any}
-
Searches the Group for the first instance of a child with the
name
property matching the given argument. Should more than one child have the same name only the first instance is returned.Parameters:
Name Type Description name
string The name to search for.
Returns:
any -The first child with a matching name, or null if none were found.
- Inherited From:
- Source - core/Group.js, line 802
-
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:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 194
-
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:
- Source - pixi/display/DisplayObjectContainer.js, line 159
-
getClosestTo(object) → {any}
-
Get the closest child to given Object.
This can be a Sprite, Group, Image or any object with public x and y properties.
'close' is determined by the distance from the objects
x
andy
properties compared to the childsx
andy
properties.Parameters:
Name Type Description object
any The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
Returns:
any -The child closest to given object, or null if no child was found.
- Inherited From:
- Source - core/Group.js, line 1978
-
getFarthestFrom(object) → {any}
-
Get the child furthest away from the given Object.
This can be a Sprite, Group, Image or any object with public x and y properties.
'furthest away' is determined by the distance from the objects
x
andy
properties compared to the childsx
andy
properties.Parameters:
Name Type Description object
any The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
Returns:
any -The child furthest from the given object, or null if no child was found.
- Inherited From:
- Source - core/Group.js, line 2015
-
getFirstAlive(createIfNull, x, y, key, frame) → {DisplayObject}
-
Get the first child that is alive (
child.alive === true
).This is handy for choosing a squad leader, etc.
You can use the optional argument
createIfNull
to create a new Game Object if no alive ones were found in this Group.It works by calling
Group.create
passing it the parameters given to this method, and returning the new child.If a child was found ,
createIfNull
isfalse
and you provided the additional arguments then the child will be reset and/or have a new texture loaded on it. This is handled byGroup.resetChild
.Parameters:
Name Type Argument Default Description createIfNull
boolean <optional>
false If
true
and no alive children are found a new one is created.x
number <optional>
The x coordinate to reset the child to. The value is in relation to the group.x point.
y
number <optional>
The y coordinate to reset the child to. The value is in relation to the group.y point.
key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
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.
Returns:
The alive dead child, or
null
if none found andcreateIfNull
was false.- Inherited From:
- Source - core/Group.js, line 1845
-
getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject}
-
Get the first child that is dead (
child.alive === false
).This is handy for checking if everything has been wiped out and adding to the pool as needed.
You can use the optional argument
createIfNull
to create a new Game Object if no dead ones were found in this Group.It works by calling
Group.create
passing it the parameters given to this method, and returning the new child.If a child was found ,
createIfNull
isfalse
and you provided the additional arguments then the child will be reset and/or have a new texture loaded on it. This is handled byGroup.resetChild
.Parameters:
Name Type Argument Default Description createIfNull
boolean <optional>
false If
true
and no dead children are found a new one is created.x
number <optional>
The x coordinate to reset the child to. The value is in relation to the group.x point.
y
number <optional>
The y coordinate to reset the child to. The value is in relation to the group.y point.
key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
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.
Returns:
The first dead child, or
null
if none found andcreateIfNull
was false.- Inherited From:
- Source - core/Group.js, line 1875
-
getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject}
-
Get the first display object that exists, or doesn't exist.
You can use the optional argument
createIfNull
to create a new Game Object if none matching your exists argument were found in this Group.It works by calling
Group.create
passing it the parameters given to this method, and returning the new child.If a child was found ,
createIfNull
isfalse
and you provided the additional arguments then the child will be reset and/or have a new texture loaded on it. This is handled byGroup.resetChild
.Parameters:
Name Type Argument Default Description exists
boolean <optional>
true If true, find the first existing child; otherwise find the first non-existing child.
createIfNull
boolean <optional>
false If
true
and no alive children are found a new one is created.x
number <optional>
The x coordinate to reset the child to. The value is in relation to the group.x point.
y
number <optional>
The y coordinate to reset the child to. The value is in relation to the group.y point.
key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
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.
Returns:
The first child, or
null
if none found andcreateIfNull
was false.- Inherited From:
- Source - core/Group.js, line 1811
-
getIndex(child) → {integer}
-
Get the index position of the given child in this group, which should match the child's
z
property.Parameters:
Name Type Description child
any The child to get the index for.
Returns:
integer -The index of the child or -1 if it's not a member of this group.
- Inherited From:
- Source - core/Group.js, line 789
-
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 370
-
getRandom(startIndex, length) → {any}
-
Returns a random child from the group.
Parameters:
Name Type Argument Default Description startIndex
integer <optional>
0 Offset from the front of the front of the group (lowest child).
length
integer <optional>
(to top) Restriction on the number of values you want to randomly select from.
Returns:
any -A random child of this Group.
- Inherited From:
- Source - core/Group.js, line 2076
-
getTop() → {any}
-
Return the child at the top of this group.
The top child is the child displayed (rendered) above every other child.
Returns:
any -The child at the top of the Group.
- Inherited From:
- Source - core/Group.js, line 1944
-
hasProperty(child, key) → {boolean}
-
Checks if the child has the given property.
Will scan up to 4 levels deep only.
Parameters:
Name Type Description child
any The child to check for the existance of the property on.
key
Array.<string> An array of strings that make up the property.
Returns:
boolean -True if the child has the property, otherwise false.
- Inherited From:
- Source - core/Group.js, line 860
-
iterate(key, value, returnType, callback, callbackContext, args) → {any}
-
Iterates over the children of the group performing one of several actions for matched children.
A child is considered a match when it has a property, named
key
, whose value is equal tovalue
according to a strict equality comparison.The result depends on the
returnType
:- RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned.
- RETURN_NONE: The callback, if any, is applied to all matching children. No value is returned.
- RETURN_CHILD: The callback, if any, is applied to the first matching child and the first matched child is returned. If there is no matching child then null is returned.
If
args
is specified it must be an array. The matched child will be assigned to the first element and the entire array will be applied to the callback function.Parameters:
Name Type Argument Default Description key
string The child property to check, i.e. 'exists', 'alive', 'health'
value
any A child matches if
child[key] === value
is true.returnType
integer How to iterate the children and what to return.
callback
function <optional>
null Optional function that will be called on each matching child. The matched child is supplied as the first argument.
callbackContext
object <optional>
The context in which the function should be called (usually 'this').
args
Array.<any> <optional>
(none) The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child.
Returns:
any -Returns either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.
- Inherited From:
- Source - core/Group.js, line 1738
-
moveAll(group, silent) → {Phaser.Group}
-
Moves all children from this Group to the Group given.
Parameters:
Name Type Argument Default Description group
Phaser.Group The new Group to which the children will be moved to.
silent
boolean <optional>
false If true the children will not dispatch the
onAddedToGroup
event for the new Group.Returns:
The Group to which all the children were moved.
- Inherited From:
- Source - core/Group.js, line 2146
-
moveDown(child) → {any}
-
Moves the given child down one place in this group unless it's already at the bottom.
Parameters:
Name Type Description child
any The child to move down in the group.
Returns:
any -The child that was moved.
- Inherited From:
- Source - core/Group.js, line 729
-
moveUp(child) → {any}
-
Moves the given child up one place in this group unless it's already at the top.
Parameters:
Name Type Description child
any The child to move up in the group.
Returns:
any -The child that was moved.
- Inherited From:
- Source - core/Group.js, line 705
-
multiplyAll(property, amount, checkAlive, checkVisible)
-
Multiplies the given property by the amount on all children in this group.
Group.multiplyAll('x', 2)
will x2 the child.x value for each child.Parameters:
Name Type Description property
string The property to multiply, for example 'body.velocity.x' or 'angle'.
amount
number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
- Inherited From:
- Source - core/Group.js, line 1176
-
next() → {any}
-
Advances the group cursor to the next (higher) object in the group.
If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child).
Returns:
any -The child the cursor now points to.
- Inherited From:
- Source - core/Group.js, line 593
-
<internal> postUpdate()
-
The core postUpdate - as called by World.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1416
-
<internal> preUpdate()
-
The core preUpdate - as called by World.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1370
-
previous() → {any}
-
Moves the group cursor to the previous (lower) child in the group.
If the cursor is at the start of the group (bottom child) it is moved to the end (top child).
Returns:
any -The child the cursor now points to.
- Inherited From:
- Source - core/Group.js, line 622
-
remove(child, destroy, silent) → {boolean}
-
Removes the given child from this group.
This will dispatch an
onRemovedFromGroup
event from the child (if it has one), and optionally destroy the child.If the group cursor was referring to the removed child it is updated to refer to the next child.
Parameters:
Name Type Argument Default Description child
any The child to remove.
destroy
boolean <optional>
false If true
destroy
will be invoked on the removed child.silent
boolean <optional>
false If true the the child will not dispatch the
onRemovedFromGroup
event.Returns:
boolean -true if the child was removed from this group, otherwise false.
- Inherited From:
- Source - core/Group.js, line 2098
-
removeAll(destroy, silent, destroyTexture)
-
Removes all children from this Group, but does not remove the group from its parent.
The children can be optionally destroyed as they are removed.
You can also optionally also destroy the BaseTexture the Child is using. Be careful if you've more than one Game Object sharing the same BaseTexture.
Parameters:
Name Type Argument Default Description destroy
boolean <optional>
false If true
destroy
will be invoked on each removed child.silent
boolean <optional>
false If true the children will not dispatch their
onRemovedFromGroup
events.destroyTexture
boolean <optional>
false If true, and if the
destroy
argument is also true, the BaseTexture belonging to the Child is also destroyed. Note that if another Game Object is sharing the same BaseTexture it will invalidate it.- Inherited From:
- Source - core/Group.js, line 2175
-
removeBetween(startIndex, endIndex, destroy, silent)
-
Removes all children from this group whose index falls beteen the given startIndex and endIndex values.
Parameters:
Name Type Argument Default Description startIndex
integer The index to start removing children from.
endIndex
integer <optional>
The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group.
destroy
boolean <optional>
false If true
destroy
will be invoked on each removed child.silent
boolean <optional>
false If true the children will not dispatch their
onRemovedFromGroup
events.- Inherited From:
- Source - core/Group.js, line 2223
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 211
-
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
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 226
-
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 244
-
removeFromHash(child) → {boolean}
-
Removes a child of this Group from the hash array. This call will return false if the child is not in the hash.
Parameters:
Name Type Description child
DisplayObject The display object to remove from this Groups hash. Must be a member of this Group and in the hash.
Returns:
boolean -True if the child was successfully removed from the hash, otherwise false.
- Inherited From:
- Source - core/Group.js, line 350
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 415
-
replace(oldChild, newChild) → {any}
-
Replaces a child of this group with the given newChild. The newChild cannot be a member of this group.
Parameters:
Name Type Description oldChild
any The child in this group that will be replaced.
newChild
any The child to be inserted into this group.
Returns:
any -Returns the oldChild that was replaced within this group.
- Inherited From:
- Source - core/Group.js, line 825
-
resetChild(child, x, y, key, frame) → {DisplayObject}
-
Takes a child and if the
x
andy
arguments are given it callschild.reset(x, y)
on it.If the
key
and optionally theframe
arguments are given, it callschild.loadTexture(key, frame)
on it.The two operations are separate. For example if you just wish to load a new texture then pass
null
as the x and y values.Parameters:
Name Type Argument Description child
DisplayObject The child to reset and/or load the texture on.
x
number <optional>
The x coordinate to reset the child to. The value is in relation to the group.x point.
y
number <optional>
The y coordinate to reset the child to. The value is in relation to the group.y point.
key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture <optional>
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.
Returns:
The child that was reset: usually a Phaser.Sprite.
- Inherited From:
- Source - core/Group.js, line 1905
-
resetCursor(index) → {any}
-
Sets the group cursor to the first child in the group.
If the optional index parameter is given it sets the cursor to the object at that index instead.
Parameters:
Name Type Argument Default Description index
integer <optional>
0 Set the cursor to point to a specific index.
Returns:
any -The child the cursor now points to.
- Inherited From:
- Source - core/Group.js, line 566
-
resize(width, height)
-
Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
Parameters:
Name Type Description width
number New width of the game world in pixels.
height
number New height of the game world in pixels.
- Source - core/World.js, line 125
-
reverse()
-
Reverses all children in this group.
This operation applies only to immediate children and does not propagate to subgroups.
- Inherited From:
- Source - core/Group.js, line 775
-
sendToBack(child) → {any}
-
Sends the given child to the bottom of this group so it renders below all other children.
Parameters:
Name Type Description child
any The child to send to the bottom of this group.
Returns:
any -The child that was moved.
- Inherited From:
- Source - core/Group.js, line 686
-
set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean}
-
Quickly set a property on a single child of this group to a new value.
The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description child
Phaser.Sprite The child to set the property on.
key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be set.
checkAlive
boolean <optional>
false If set then the child will only be updated if alive=true.
checkVisible
boolean <optional>
false If set then the child will only be updated if visible=true.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.Returns:
boolean -True if the property was set, false if not.
- Inherited From:
- Source - core/Group.js, line 1002
-
setAll(key, value, checkAlive, checkVisible, operation, force)
-
Quickly set the same property across all children of this group to a new value.
This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children. If you need that ability please see
Group.setAllChildren
.The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated. This includes any Groups that are children.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated. This includes any Groups that are children.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.- Inherited From:
- Source - core/Group.js, line 1033
-
setAllChildren(key, value, checkAlive, checkVisible, operation, force)
-
Quickly set the same property across all children of this group, and any child Groups, to a new value.
If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom. Unlike with
setAll
the property is NOT set on child Groups itself.The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
any The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated. This includes any Groups that are children.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated. This includes any Groups that are children.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.- Inherited From:
- Source - core/Group.js, line 1068
-
setBounds(x, y, width, height)
-
Updates the size of this world and sets World.x/y to the given values The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.
Parameters:
Name Type Description x
number Top left most corner of the world.
y
number Top left most corner of the world.
width
number New width of the game world in pixels.
height
number New height of the game world in pixels.
- Source - core/World.js, line 94
-
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:
- Source - pixi/display/DisplayObjectContainer.js, line 176
-
setProperty(child, key, value, operation, force) → {boolean}
-
Sets a property to the given value on the child. The operation parameter controls how the value is set.
The operations are:
- 0: set the existing value to the given value; if force is
true
a new property will be created if needed - 1: will add the given value to the value already present.
- 2: will subtract the given value from the value already present.
- 3: will multiply the value already present by the given value.
- 4: will divide the value already present by the given value.
Parameters:
Name Type Argument Default Description child
any The child to set the property value on.
key
array An array of strings that make up the property that will be set.
value
any The value that will be set.
operation
integer <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
force
boolean <optional>
false If
force
is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.Returns:
boolean -True if the property was set, false if not.
- Inherited From:
- Source - core/Group.js, line 895
- 0: set the existing value to the given value; if force is
-
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 399
-
shutdown()
-
Destroyer of worlds.
- Source - core/World.js, line 158
-
sort(key, order)
-
Sort the children in the group according to a particular key and ordering.
Call this function to sort the group according to a particular key value and order.
For example to depth sort Sprites for Zelda-style game you might call
group.sort('y', Phaser.Group.SORT_ASCENDING)
at the bottom of yourState.update()
.Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, including alphabetical sorting, mixing strings and numbers, and Unicode sorting. See MDN for more details.
Parameters:
Name Type Argument Default Description key
string <optional>
'z' The name of the property to sort on. Defaults to the objects z-depth value.
order
integer <optional>
Phaser.Group.SORT_ASCENDING Order ascending (SORT_ASCENDING) or descending (SORT_DESCENDING).
- Inherited From:
- Source - core/Group.js, line 1617
-
<internal> stateChange()
-
Called whenever the State changes or resets.
It resets the world.x and world.y coordinates back to zero, then resets the Camera.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/World.js, line 76
-
subAll(property, amount, checkAlive, checkVisible)
-
Subtracts the amount from the given property on all children in this group.
Group.subAll('x', 10)
will minus 10 from the child.x value for each child.Parameters:
Name Type Description property
string The property to decrement, for example 'body.velocity.x' or 'angle'.
amount
number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
- Inherited From:
- Source - core/Group.js, line 1159
-
swap(child1, child2)
-
Swaps the position of two children in this group.
Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped.
Parameters:
Name Type Description child1
any The first child to swap.
child2
any The second child to swap.
- Inherited From:
- Source - core/Group.js, line 651
-
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:
- Source - pixi/display/DisplayObjectContainer.js, line 134
-
toGlobal(position) → {Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
Point The world origin to calculate from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 576
-
toLocal(position, from) → {Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 590
-
<internal> update()
-
The core update - as called by World.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 1400
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 566
-
<internal> updateZ()
-
Internal method that re-applies all of the children's Z values.
This must be called whenever children ordering is altered so that their
z
indices are correctly updated.- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - core/Group.js, line 547
-
wrap(sprite, padding, useBounds, horizontal, vertical)
-
This will take the given game object and check if its x/y coordinates fall outside of the world bounds. If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect. If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function.
Please understand there are limitations to this method. For example if you have scaled the World then objects won't always be re-positioned correctly, and you'll need to employ your own wrapping function.
Parameters:
Name Type Argument Default Description sprite
Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Text The object you wish to wrap around the world bounds.
padding
number <optional>
0 Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.
useBounds
boolean <optional>
false If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.
horizontal
boolean <optional>
true If horizontal is false, wrap will not wrap the object.x coordinates horizontally.
vertical
boolean <optional>
true If vertical is false, wrap will not wrap the object.y coordinates vertically.
- Source - core/World.js, line 170
-
xy(index, x, y)
-
Positions the child found at the given index within this group to the given x and y coordinates.
Parameters:
Name Type Description index
integer The index of the child in the group to set the position of.
x
number The new x position of the child.
y
number The new y position of the child.
- Inherited From:
- Source - core/Group.js, line 753