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These archived docs are for Phaser 2.2.2 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser. Particle

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

Create a new Particle object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.

Parameters
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

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

y number

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

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

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

frame string | number

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

Source code: gameobjects/Particle.js, line 19

Extends

Public Properties

alive : boolean

A useful boolean to control if the Sprite is alive or dead (in terms of your gameplay, it doesn't effect rendering). Also linked to Sprite.health and Sprite.damage.

Inherited From
Default Value
  • true
Source code: gameobjects/Sprite.js, line 111

alpha : number

The opacity of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 65

<internal> alphaData :array

A reference to the alphaData array owned by the Emitter that emitted this Particle.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: gameobjects/Particle.js, line 51

anchor : PIXI.Point

The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner

Inherited From
Source code: pixi/display/Sprite.js, line 22

angle : number

Indicates the rotation of the Sprite, 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 use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. The angle of this Sprite in degrees.

Inherited From
Source code: gameobjects/Sprite.js, line 979

animations : Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

Inherited From
Source code: gameobjects/Sprite.js, line 60

<internal> autoAlpha : boolean

If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: gameobjects/Particle.js, line 45

autoCull : boolean

Should this Sprite be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'. Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. A flag indicating if the Sprite should be automatically camera culled or not.

Inherited From
Default Value
  • false
Source code: gameobjects/Sprite.js, line 87

<internal> autoScale : boolean

If this Particle automatically scales this is set to true by Particle.setScaleData.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: gameobjects/Particle.js, line 27

blendMode : number

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

Inherited From
Default Value
  • PIXI.blendModes.NORMAL;
Source code: pixi/display/Sprite.js, line 68

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null

By default Sprites won't add themselves to any physics system and their physics body will be null. To enable them for physics you need to call game.physics.enable(sprite, system) where sprite is this object and system is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via Sprite.body.

Important: Enabling a Sprite for P2 or Ninja physics will automatically set Sprite.anchor to 0.5 so the physics body is centered on the Sprite. If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.

Type
Inherited From
Default Value
  • null
Source code: gameobjects/Sprite.js, line 105

buttonMode : boolean

This is used to indicate if the displayObject should display a mouse hand cursor on rollover

Inherited From
Source code: pixi/display/DisplayObject.js, line 90

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 code: pixi/display/DisplayObject.js, line 436

cameraOffset : Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

Inherited From
Source code: gameobjects/Sprite.js, line 153

checkWorldBounds : boolean

If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its bounds every frame to support it, and not all games need it. Enable it by setting the value to true.

Inherited From
Default Value
  • false
Source code: gameobjects/Sprite.js, line 136

[readonly] children : Array.<DisplayObject>

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

Type
Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 17

cropRect : Phaser.Rectangle

The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.

Inherited From
Default Value
  • null
Source code: gameobjects/Sprite.js, line 159

debug : boolean

Handy flag to use with Game.enableStep

Inherited From
Default Value
  • false
Source code: gameobjects/Sprite.js, line 148

[readonly] deltaX : number

Returns the delta x value. The difference between world.x now and in the previous step. The delta value. Positive if the motion was to the right, negative if to the left.

Inherited From
Source code: gameobjects/Sprite.js, line 1003

[readonly] deltaY : number

Returns the delta y value. The difference between world.y now and in the previous step. The delta value. Positive if the motion was downwards, negative if upwards.

Inherited From
Source code: gameobjects/Sprite.js, line 1020

[readonly] deltaZ : number

Returns the delta z value. The difference between rotation now and in the previous step. The delta value.

Inherited From
Source code: gameobjects/Sprite.js, line 1037

destroyPhase : boolean

True if this object is currently being destroyed.

Inherited From
Source code: gameobjects/Sprite.js, line 1349

events : Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

Inherited From
Source code: gameobjects/Sprite.js, line 55

exists : boolean

Sprite.exists controls if the core game loop and physics update this Sprite or not. When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false. Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true. If the Sprite is processed by the core game update and physics.

Inherited From
Source code: gameobjects/Sprite.js, line 1183

filterArea : PIXI.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 code: pixi/display/DisplayObject.js, line 180

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'

Type
  • Array.<Filter>
Inherited From
Source code: pixi/display/DisplayObject.js, line 400

fixedToCamera : boolean

An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x Set to true to fix this Sprite to the Camera at its current world coordinates.

Inherited From
Source code: gameobjects/Sprite.js, line 1230

frame : number

Gets or sets the current frame index and updates the Texture Cache for display.

Inherited From
Source code: gameobjects/Sprite.js, line 1095

frameName : string

Gets or sets the current frame name and updates the Texture Cache for display.

Inherited From
Source code: gameobjects/Sprite.js, line 1111

game : Phaser.Game

A reference to the currently running Game.

Inherited From
Source code: gameobjects/Sprite.js, line 33

health : number

Health value. Used in combination with damage() to allow for quick killing of Sprites.

Inherited From
Source code: gameobjects/Sprite.js, line 116

height : number

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

Inherited From
Source code: pixi/display/Sprite.js, line 119

hitArea : PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.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
Inherited From
Source code: pixi/display/DisplayObject.js, line 81

[readonly] inCamera : boolean

Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it. True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.

Inherited From
Source code: gameobjects/Sprite.js, line 1071

input : Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

Type
Inherited From
Source code: gameobjects/Sprite.js, line 92

inputEnabled : boolean

By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more. Set to true to allow this object to receive input events.

Inherited From
Source code: gameobjects/Sprite.js, line 1142

[readonly] inWorld : boolean

Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it. True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.

Inherited From
Source code: gameobjects/Sprite.js, line 1054

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

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

Type
Inherited From
Source code: gameobjects/Sprite.js, line 65

lifespan : number

To given a Sprite a lifespan, in milliseconds, once 'born' you can set this to a positive value. Handy for particles, bullets, etc.

The lifespan is decremented by game.time.physicsElapsed (converted to milliseconds) each logic update, and kill is called once the lifespan reaches 0.

Inherited From
Default Value
  • 0
Source code: gameobjects/Sprite.js, line 127

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 code: pixi/display/DisplayObject.js, line 380

name : string

The user defined name given to this Sprite.

Inherited From
Source code: gameobjects/Sprite.js, line 39

outOfBoundsKill : boolean

If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.

Inherited From
Default Value
  • false
Source code: gameobjects/Sprite.js, line 142

[readonly] parent : PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 106

pivot : PIXI.Point

The pivot point of the displayObject that it rotates around

Inherited From
Source code: pixi/display/DisplayObject.js, line 49

position : PIXI.Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From
Source code: pixi/display/DisplayObject.js, line 14

renderable : boolean

Can this object be rendered

Inherited From
Source code: pixi/display/DisplayObject.js, line 98

[readonly] renderOrderID : number

The render order ID, reset every frame.

Inherited From
Source code: gameobjects/Sprite.js, line 1127

rotation : number

The rotation of the object in radians.

Inherited From
Source code: pixi/display/DisplayObject.js, line 57

scale : PIXI.Point

The scale factor of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 22

<internal> scaleData :array

A reference to the scaleData array owned by the Emitter that emitted this Particle.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: gameobjects/Particle.js, line 33

scaleMax : Phaser.Point

Set the maximum scale this Sprite will scale up to. Prevents a parent from scaling this Sprite higher than the given value. Set to null to remove.

Inherited From
Source code: gameobjects/Sprite.js, line 169

scaleMin : Phaser.Point

Set the minimum scale this Sprite will scale down to. Prevents a parent from scaling this Sprite lower than the given value. Set to null to remove.

Inherited From
Source code: gameobjects/Sprite.js, line 164

shader : PIXI.AbstractFilter

The shader that will be used to render the texture to the stage. Set to null to remove a current shader.

Inherited From
Default Value
  • null
Source code: pixi/display/Sprite.js, line 77

smoothed : boolean

Gets or sets this BitmapData.contexts smoothing enabled value.

Inherited From
Source code: gameobjects/BitmapData.js, line 1792

smoothed : boolean

Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default. Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art)

Inherited From
Source code: gameobjects/Sprite.js, line 1261

[readonly] stage : PIXI.Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From
Source code: pixi/display/DisplayObject.js, line 115

texture : PIXI.Texture

The texture that the sprite is using

Inherited From
Source code: pixi/display/Sprite.js, line 33

tint : number

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

Inherited From
Default Value
  • 0xFFFFFF
Source code: pixi/display/Sprite.js, line 59

transformCallback : Function

The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.

Inherited From
Source code: pixi/display/DisplayObject.js, line 30

transformCallbackContext : Object

The context under which the transformCallback is invoked.

Inherited From
Source code: pixi/display/DisplayObject.js, line 41

[readonly] type : number

The const type of this object.

Inherited From
Source code: gameobjects/Sprite.js, line 45

visible : boolean

The visibility of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 73

width : number

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

Inherited From
Source code: pixi/display/Sprite.js, line 103

world : Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

Inherited From
Source code: gameobjects/Sprite.js, line 77

[readonly] worldAlpha : number

[read-only] The multiplied alpha of the displayObject

Inherited From
Source code: pixi/display/DisplayObject.js, line 124

worldVisible : boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From
Source code: pixi/display/DisplayObject.js, line 359

x : number

The position of the Sprite on the x axis relative to the local coordinates of the parent.

Inherited From
Source code: gameobjects/Sprite.js, line 1295

y : number

The position of the Sprite on the y axis relative to the local coordinates of the parent.

Inherited From
Source code: gameobjects/Sprite.js, line 1322

z : number

The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.

Inherited From
Source code: gameobjects/Sprite.js, line 50

Public 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 code: pixi/display/DisplayObjectContainer.js, line 90

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 code: pixi/display/DisplayObjectContainer.js, line 102

bringToTop()

Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only bought to the top of that Group, not the entire display list.

Returns

(Phaser.Sprite) This instance.

Inherited From
Source code: gameobjects/Sprite.js, line 816

crop(rect, copy)

Crop allows you to crop the texture used to display this Sprite. This modifies the core Sprite texture frame, so the Sprite width/height properties will adjust accordingly.

Cropping takes place from the top-left of the Sprite and can be modified in real-time by either providing an updated rectangle object to Sprite.crop, or by modifying Sprite.cropRect (or a reference to it) and then calling Sprite.updateCrop.

The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties. A reference to the rectangle is stored in Sprite.cropRect unless the copy parameter is true in which case the values are duplicated to a local object.

Parameters
Name Type Argument Default Description
rect Phaser.Rectangle

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

copy boolean <optional>
false

If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.

Inherited From
Source code: gameobjects/Sprite.js, line 524

damage(amount)

Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below or is equal to zero Sprite.kill is called.

Parameters
Name Type Description
amount number

The amount to subtract from the Sprite.health value.

Returns

(Phaser.Sprite) This instance.

Inherited From
Source code: gameobjects/Sprite.js, line 753

destroy(destroyChildren)

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

Parameters
Name Type Argument Default Description
destroyChildren boolean <optional>
true

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

Inherited From
Source code: gameobjects/Sprite.js, line 661

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

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 code: pixi/display/DisplayObject.js, line 582

getBounds(matrix) → {PIXI.Rectangle}

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

Parameters
Name Type Description
matrix PIXI.Matrix

the transformation matrix of the sprite

Returns

the framing rectangle

Inherited From
Source code: pixi/display/Sprite.js, line 163

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 code: pixi/display/DisplayObjectContainer.js, line 193

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 code: pixi/display/DisplayObjectContainer.js, line 158

getLocalBounds() → {PIXI.Rectangle}

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

Returns

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 362

kill()

Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false. It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal. Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory. If you don't need this Sprite any more you should call Sprite.destroy instead.

Returns

(Phaser.Sprite) This instance.

Inherited From
Source code: gameobjects/Sprite.js, line 636

loadTexture(key, frame, stopAnimation)

Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.

Parameters
Name Type Argument Default Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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

frame string | number <optional>

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

stopAnimation boolean <optional>
true

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

Inherited From
Source code: gameobjects/Sprite.js, line 376

onEmit()

Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.

Source code: gameobjects/Particle.js, line 102

overlap(displayObject) → {boolean}

Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button. This check ignores the Sprites hitArea property and runs a Sprite.getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities (i.e. with lots of Sprites at a high frequency), but should be fine for low-volume testing where physics isn't required.

Parameters
Name Type Description
displayObject Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject

The display object to check against.

Returns
boolean -

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

Inherited From
Source code: gameobjects/Sprite.js, line 856

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.

Parameters
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

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

loop boolean <optional>
false

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

killOnComplete boolean <optional>
false

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

Returns

A reference to playing Animation instance.

Inherited From
Source code: gameobjects/Sprite.js, line 835

postUpdate()

Internal function called by the World postUpdate cycle.

Inherited From
Source code: gameobjects/Sprite.js, line 343

preUpdate() → {boolean}

Automatically called by World.preUpdate.

Returns
boolean -

True if the Sprite was rendered, otherwise false.

Inherited From
Source code: gameobjects/Sprite.js, line 213

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 code: pixi/display/DisplayObjectContainer.js, line 210

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 code: pixi/display/DisplayObjectContainer.js, line 225

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 code: pixi/display/DisplayObjectContainer.js, line 243

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 404

reset(x, y, health)

Resets the Particle. This places the Particle at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values. If the Particle has a physics body that too is reset.

Parameters
Name Type Argument Default Description
x number

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

y number

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

health number <optional>
1

The health to give the Particle.

Returns

(Phaser.Particle) This instance.

Source code: gameobjects/Particle.js, line 141

resetFrame()

Resets the Texture frame dimensions that the Sprite uses for rendering.

Inherited From
Source code: gameobjects/Sprite.js, line 509

revive(health)

Brings a 'dead' Sprite back to life, optionally giving it the health value specified. A resurrected Sprite has its alive, exists and visible properties all set to true. It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.

Parameters
Name Type Argument Default Description
health number <optional>
1

The health to give the Sprite.

Returns

(Phaser.Sprite) This instance.

Inherited From
Source code: gameobjects/Sprite.js, line 608

setAlphaData()

Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.

Source code: gameobjects/Particle.js, line 111

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 code: pixi/display/DisplayObjectContainer.js, line 175

setFrame(frame)

Sets the Texture frame the Sprite uses for rendering. This is primarily an internal method used by Sprite.loadTexture, although you may call it directly.

Parameters
Name Type Description
frame Phaser.Frame

The Frame to be used by the Sprite texture.

Inherited From
Source code: gameobjects/Sprite.js, line 454

setScaleData()

Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.

Source code: gameobjects/Particle.js, line 126

setScaleMinMax(minX, minY, maxX, maxY)

Sets the scaleMin and scaleMax values. These values are used to limit how far this Sprite will scale based on its parent. For example if this Sprite has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used. By using these values you can carefully control how Sprites deal with responsive scaling.

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

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

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

Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.

Parameters
Name Type Description
minX number | null

The minimum horizontal scale value this Sprite can scale down to.

minY number | null

The minimum vertical scale value this Sprite can scale down to.

maxX number | null

The maximum horizontal scale value this Sprite can scale up to.

maxY number | null

The maximum vertical scale value this Sprite can scale up to.

Inherited From
Source code: gameobjects/Sprite.js, line 909

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 PIXI.Stage

the stage that the container will have as its current stage reference

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 386

setTexture(texture)

Sets the texture of the sprite

Parameters
Name Type Description
texture PIXI.Texture

The PIXI texture that is displayed by the sprite

Inherited From
Source code: pixi/display/Sprite.js, line 135

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 code: pixi/display/DisplayObjectContainer.js, line 133

toGlobal(position) → {PIXI.Point}

Calculates the global position of the display object

Parameters
Name Type Description
position PIXI.Point

The world origin to calculate from

Returns

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js, line 616

toLocal(position, from) → {PIXI.Point}

Calculates the local position of the display object relative to another point

Parameters
Name Type Argument Description
position PIXI.Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js, line 630

update()

Updates the Particle scale or alpha if autoScale and autoAlpha are set.

Source code: gameobjects/Particle.js, line 64

updateCache()

Generates and updates the cached sprite for this object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 606

updateCrop()

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

Inherited From
Source code: gameobjects/Sprite.js, line 570