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.DisplayObjectContainer
- 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 useGroup.getFirstAlive
in conjunction with this property for fast object pooling and recycling.- Inherited From:
- Default Value:
- true
- Source - gameobjects/components/LifeSpan.js, line 50
-
alpha :Number
-
The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
Please note that an object with an alpha value of 0 is skipped during the render pass.The value of this property does not reflect any alpha values set further up the display list.
To obtain that value please see theworldAlpha
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 63
-
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.
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - gameobjects/Graphics.js, line 127
-
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 asy + height - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 168
-
boundsPadding :Number
-
The bounds' padding used for bounds calculation.
- Source - gameobjects/Graphics.js, line 161
-
cacheAsBitmap :Boolean
-
Sets if this DisplayObject should be cached as a bitmap.
When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it
in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a
performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not
re-generate the cached bitmap automatically. To do that you need to callDisplayObject.updateCache
.To remove a cached bitmap, set this property to
null
.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 763
-
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.
Whenexists
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.
- Source - gameobjects/Graphics.js, line 83
-
filterArea :Rectangle
-
The rectangular area used by filters when rendering a shader for this DisplayObject.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 195
-
filters :Array
-
Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas
Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter
usingDisplayObject.filterArea
.To remove filters, set this property to
null
.Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a
filter will reset this DisplayObjects blend mode to NORMAL.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 710
-
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 600
-
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 89
-
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.
Returnstrue
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.
- Source - gameobjects/Graphics.js, line 153
-
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 asx - 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.
- Default Value:
- 0
- Source - gameobjects/Graphics.js, line 100
-
lineWidth :Number
-
The width (thickness) of any lines drawn.
- Source - gameobjects/Graphics.js, line 91
-
mask :PIXIGraphics
-
Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.
When applied it limits the visible area of this DisplayObject to the shape of the mask.
Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.
To remove a mask, set this property tonull
.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 675
-
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 aswidth * 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 asheight * 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
-
<readonly> parent :PIXIDisplayObjectContainer
-
The parent DisplayObjectContainer that this DisplayObject is a child of.
All DisplayObjects must belong to a parent in order to be rendered.
The root parent is the Stage object. This property is set automatically when the
DisplayObject is added to, or removed from, a DisplayObjectContainer.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 107
-
pendingDestroy :boolean
-
A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.- Inherited From:
- Source - gameobjects/components/Core.js, line 259
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/Graphics.js, line 65
-
pivot :PIXIPoint
-
The pivot point of this DisplayObject that it rotates around. The values are expressed
in pixel values.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 43
-
position :PIXIPoint
-
The coordinates, in pixels, of this DisplayObject, relative to its parent container.
The value of this property does not reflect any positioning happening further up the display list.
To obtain that value please see theworldPosition
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 20
-
<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
-
renderable :Boolean
-
Should this DisplayObject be rendered by the renderer? An object with a renderable value of
false
is skipped during the render pass.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
<readonly> renderOrderID :number
-
The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.- Inherited From:
- Source - gameobjects/components/Core.js, line 240
-
right :number
-
The right coordinate of the Game Object.
This is the same asx + width - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 124
-
rotation :Number
-
The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on
a right-handed orientation.The value of this property does not reflect any rotation happening further up the display list.
To obtain that value please see theworldRotation
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 51
-
scale :PIXIPoint
-
The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject
at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.The value of this property does not reflect any scaling happening further up the display list.
To obtain that value please see theworldScale
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 31
-
tint :Number
-
The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
- Default Value:
- 0xFFFFFF
- Source - gameobjects/Graphics.js, line 118
-
top :number
-
The y coordinate of the Game Object.
This is the same asy - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 146
-
type :number
-
The const type of this object.
- Source - gameobjects/Graphics.js, line 59
-
visible :Boolean
-
The visibility of this DisplayObject. A value of
false
makes the object invisible.
A value oftrue
makes it visible. Please note that an object with a visible value offalse
is skipped during the render pass. Equally a DisplayObject with visible false will
not render any of its children.The value of this property does not reflect any visible values set further up the display list.
To obtain that value please see theworldVisible
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 75
-
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 571
-
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 fromposition
,
which contains the x/y coordinates relative to the Game Objects parent.- Inherited From:
- Source - gameobjects/components/Core.js, line 211
-
<readonly> worldAlpha :Number
-
The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
This value is the calculated total, based on the alpha values of all parents of this DisplayObjects
in the display list.To obtain, and set, the local alpha value, see the
alpha
property.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 119
-
<readonly> worldPosition :PIXIPoint
-
The coordinates, in pixels, of this DisplayObject within the world.
This property contains the calculated total, based on the positions of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 150
-
<readonly> worldRotation :Number
-
The rotation, in radians, of this DisplayObject.
This property contains the calculated total, based on the rotations of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
<readonly> worldScale :PIXIPoint
-
The global scale of this DisplayObject.
This property contains the calculated total, based on the scales of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 165
-
<readonly> worldTransform :PIXIMatrix
-
The current transform of this DisplayObject.
This property contains the calculated total, based on the transforms of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 135
-
worldVisible :Boolean
-
Indicates if this DisplayObject is visible, based on it, and all of its parents,
visible
property values.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 632
-
x :Number
-
The horizontal position of the DisplayObject, in pixels, relative to its parent.
If you need the world position of the DisplayObject, useDisplayObject.worldPosition
instead.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 588
-
y :Number
-
The vertical position of the DisplayObject, in pixels, relative to its parent.
If you need the world position of the DisplayObject, useDisplayObject.worldPosition
instead.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 610
-
<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) → {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 42
-
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 55
-
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 asWorld.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 asWorld.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
-
contains(child) → {Boolean}
-
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Parameters:
Name Type Description child
PIXI.DisplayObject -
Returns:
Boolean -- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 449
-
containsPoint(point) → {boolean}
-
Tests if a point is inside this graphics object
Parameters:
Name Type Description point
Point the point to test
Returns:
boolean -the result of the test
- Source - gameobjects/Graphics.js, line 1252
-
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 266
-
getBounds(targetCoordinateSpace) → {Rectangle}
-
Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
Parameters:
Name Type Argument Description targetCoordinateSpace
PIXIDisplayObject | PIXIMatrix <optional>
Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 280
-
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 153
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 112
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 437
-
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:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 113
-
postUpdate()
-
Automatically called by World
- Source - gameobjects/Graphics.js, line 244
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/Graphics.js, line 233
-
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 171
-
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 191
-
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 213
-
reset(x, y, health) → {PIXI.DisplayObject}
-
Resets the Game Object.
This moves the Game Object to the given x/y world coordinates and sets
fresh
,exists
,visible
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:
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:
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
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 132
-
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 85
-
update()
-
Override this method in your own custom objects to handle any update requirements.
It is called immediately afterpreUpdate
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