new Graphics(game, x, y)
Creates a new Graphics
object.
Parameters
Name | Type | Description |
---|---|---|
game |
Phaser.Game | Current game instance. |
x |
number | X position of the new graphics object. |
y |
number | Y position of the new graphics object. |
- Source code: gameobjects/Graphics.js (Line 28)
Extends
Public Properties
-
alive : boolean
-
A useful flag to control if the Game Object is alive or dead.
This is set automatically by the Health components
damage
method should the object run out of health. Or you can toggle it via your game code.This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use
Group.getFirstAlive
in conjunction with this property for fast object pooling and recycling.- Inherited From
- Default Value
- true
- Source code: gameobjects/components/LifeSpan.js (Line 50)
-
alpha : number
-
The opacity of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 65)
-
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 code: 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 code: gameobjects/components/Core.js (Line 173)
- 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
- Default Value
- false
- Source code: gameobjects/components/AutoCull.js (Line 28)
-
blendMode : number
-
The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
- Inherited From
- Default Value
- PIXI.blendModes.NORMAL;
- Source code: pixi/primitives/Graphics.js (Line 61)
-
body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null
-
body
is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.By default Game Objects won't add themselves to any physics system and their
body
property will benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object andsystem
is the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade
.You can alternatively call
game.physics.arcade.enable(object)
, or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchor
property to 0.5, so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type
- Inherited From
- Default Value
- null
- Source code: gameobjects/components/PhysicsBody.js (Line 91)
-
[readonly] bottom : number
-
The sum of the y and height properties. This is the same as
y + height - offsetY
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 110)
-
boundsPadding : number
-
The bounds' padding used for bounds calculation.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 96)
-
cameraOffset : Phaser.Point
-
The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if
fixedToCamera
is true.The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.
- Inherited From
- Source code: gameobjects/components/FixedToCamera.js (Line 86)
-
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
- Default Value
- false
- Source code: gameobjects/components/InWorld.js (Line 92)
-
[readonly] children : Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type
- Array.<DisplayObject>
- Inherited From
- Source code: 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 code: gameobjects/components/Core.js (Line 149)
-
debug : boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From
- Default Value
- false
- Source code: gameobjects/components/Core.js (Line 198)
-
[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 code: 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 code: gameobjects/components/Core.js (Line 165)
- See
-
exists : boolean
-
Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When
exists
is set tofalse
it will remove its physics body from the physics world if it has one. It also toggles thevisible
property to false as well.Setting
exists
to true will add its physics body back in to the physics world, if it has one. It will also set thevisible
property totrue
.- Inherited From
- Source code: gameobjects/components/Core.js (Line 253)
-
fillAlpha : number
-
The alpha value used when filling the Graphics object.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 18)
-
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 code: pixi/display/DisplayObject.js (Line 153)
-
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 298)
-
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 code: 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 code: gameobjects/components/Core.js (Line 228)
-
game : Phaser.Game
-
A reference to the currently running Game.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 134)
-
height : number
-
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 62)
-
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 code: pixi/display/DisplayObject.js (Line 81)
-
[readonly] inCamera : boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns
true
if they do, otherwisefalse
if fully outside of the Cameras bounds.- Inherited From
- Source code: 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 code: 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.
- Inherited From
- Source code: gameobjects/components/InputEnabled.js (Line 38)
-
[readonly] inWorld : boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Inherited From
- Source code: gameobjects/components/InWorld.js (Line 114)
-
isMask : boolean
-
Whether this shape is being used as a mask.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 88)
-
key : string | Phaser.RenderTexture | Phaser.BitmapData | 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.Cache. It can also be an instance of a RenderTexture, BitmapData 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 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 | PIXI.Texture
- Inherited From
- Source code: gameobjects/components/Core.js (Line 183)
-
[readonly] left : number
-
The left coordinate of the Game Object. This is the same as
x - offsetX
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 59)
-
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
- Default Value
- 0
- Source code: gameobjects/components/LifeSpan.js (Line 65)
-
lineColor : string
-
The color of any lines drawn.
- Inherited From
- Default Value
- 0
- Source code: pixi/primitives/Graphics.js (Line 34)
-
lineWidth : number
-
The width (thickness) of any lines drawn.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 26)
-
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 273)
-
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 code: gameobjects/components/Core.js (Line 142)
-
[readonly] offsetX : number
-
The amount the Game Object is visually offset from its x coordinate. This is the same as
width * anchor.x
. It will only be > 0 if anchor.x is not equal to zero.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 24)
-
[readonly] offsetY : number
-
The amount the Game Object is visually offset from its y coordinate. This is the same as
height * anchor.y
. It will only be > 0 if anchor.y is not equal to zero.- Inherited From
- Source code: 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
- Default Value
- false
- Source code: gameobjects/components/InWorld.js (Line 100)
-
[readonly] parent : PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 98)
-
[readonly] physicsType : number
-
The const physics body type of this object.
- Source code: gameobjects/Graphics.js (Line 43)
-
pivot :Point
-
The pivot point of the displayObject that it rotates around
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 49)
-
position :Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 14)
-
[readonly] previousPosition : Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 205)
-
[readonly] previousRotation : number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 212)
-
renderable : boolean
-
Can this object be rendered
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 90)
-
[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 code: gameobjects/components/Core.js (Line 220)
-
[readonly] right : number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 76)
-
rotation : number
-
The rotation of the object in radians.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 57)
-
scale :Point
-
The scale factor of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 22)
-
[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 107)
-
tint : number
-
The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
- Inherited From
- Default Value
- 0xFFFFFF
- Source code: pixi/primitives/Graphics.js (Line 52)
-
[readonly] top : number
-
The y coordinate of the Game Object. This is the same as
y - offsetY
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 93)
-
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)
-
type : number
-
The const type of this object.
- Source code: gameobjects/Graphics.js (Line 37)
-
visible : boolean
-
The visibility of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 73)
-
width : number
-
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 32)
-
world : Phaser.Point
-
The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from
position
, which contains the x/y coordinates relative to the Game Objects parent.- Inherited From
- Source code: gameobjects/components/Core.js (Line 191)
-
[readonly] worldAlpha : number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 116)
-
worldVisible : boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 249)
-
x : number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 672)
-
x : number
-
The position of the Game Object on the x axis relative to the local coordinates of the parent.
- Inherited From
- Source code: gameobjects/components/PhysicsBody.js (Line 98)
-
y : number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 690)
-
y : number
-
The position of the Game Object on the y axis relative to the local coordinates of the parent.
- Inherited From
- Source code: gameobjects/components/PhysicsBody.js (Line 124)
-
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.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 157)
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 92)
-
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 104)
-
arc(cx, cy, radius, startAngle, endAngle, anticlockwise) → {PIXI.Graphics}
-
The arc method creates an arc/curve (used to create circles, or parts of circles).
Parameters
Name Type Description cx
Number The x-coordinate of the center of the circle
cy
Number The y-coordinate of the center of the circle
radius
Number The radius of the circle
startAngle
Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
endAngle
Number The ending angle, in radians
anticlockwise
Boolean Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 391)
-
beginFill(color, alpha) → {PIXI.Graphics}
-
Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
Parameters
Name Type Description color
Number the color of the fill
alpha
Number the alpha of the fill
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 474)
-
bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a bezier curve and then draws it.
Parameters
Name Type Description cpX
Number Control point x
cpY
Number Control point y
cpX2
Number Second Control point x
cpY2
Number Second Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 264)
-
clear() → {PIXI.Graphics}
-
Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 612)
-
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 code: gameobjects/Graphics.js (Line 89)
-
destroyCachedSprite()
-
Destroys a previous cached sprite.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 1114)
-
drawEllipse(x, y, width, height) → {PIXI.Graphics}
-
Draws an ellipse.
Parameters
Name Type Description x
Number The X coordinate of the center of the ellipse
y
Number The Y coordinate of the center of the ellipse
width
Number The half width of the ellipse
height
Number The half height of the ellipse
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 565)
-
drawPolygon(path) → {PIXI.Graphics}
-
Draws a polygon using the given path.
Parameters
Name Type Description path
Array The path data used to construct the polygon. If you've got a Phaser.Polygon object then pass
polygon.points
here.Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 582)
-
drawRect(x, y, width, height) → {PIXI.Graphics}
-
Parameters
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 517)
-
drawRoundedRect(x, y, width, height, radius)
-
Parameters
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
radius
Number Radius of the rectangle corners
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 533)
-
drawShape(shape) → {PIXI.GraphicsData}
-
Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
Parameters
Name Type Description shape
Circle | Rectangle | Ellipse | Line | Polygon The Shape object to draw.
Returns
The generated GraphicsData object.
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 1125)
-
endFill() → {PIXI.Graphics}
-
Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 502)
-
generateTexture(resolution, scaleMode) → {PIXI.Texture}
-
Useful function that returns a texture of the graphics object that can then be used to create sprites This can be quite useful if your geometry is complicated and needs to be reused multiple times.
Parameters
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number Should be one of the PIXI.scaleMode consts
Returns
a texture of the graphics object
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 630)
-
getBounds() → {Rectangle}
-
Retrieves the bounds of the graphic shape as a rectangle object
Returns
Rectangle -the rectangular bounding area
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 816)
-
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 195)
-
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 160)
-
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 code: pixi/display/DisplayObjectContainer.js (Line 364)
-
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 code: gameobjects/components/LifeSpan.js (Line 113)
-
lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}
-
Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
Parameters
Name Type Description lineWidth
Number width of the line to draw, will update the objects stored style
color
Number color of the line to draw, will update the objects stored style
alpha
Number alpha of the line to draw, will update the objects stored style
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 139)
-
lineTo(x, y) → {PIXI.Graphics}
-
Draws a line using the current line style from the current drawing position to (x, y); The current drawing position is then set to (x, y).
Parameters
Name Type Description x
Number the X coordinate to draw to
y
Number the Y coordinate to draw to
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 188)
-
moveTo(x, y) → {PIXI.Graphics}
-
Moves the current drawing position to x, y.
Parameters
Name Type Description x
Number the X coordinate to move to
y
Number the Y coordinate to move to
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 173)
-
<internal> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/components/Core.js (Line 307)
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source code: gameobjects/Graphics.js (Line 78)
-
quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a quadratic bezier curve and then draws it. Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
Parameters
Name Type Description cpX
Number Control point x
cpY
Number Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 210)
-
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 212)
-
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 227)
-
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 245)
-
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) → {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 code: 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>
1 The health to give the Game Object. Only set if the GameObject has the Health component.
Returns
This instance.
- Inherited From
- Source code: 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 code: pixi/display/DisplayObjectContainer.js (Line 177)
-
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 388)
-
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 135)
-
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 code: pixi/display/DisplayObject.js (Line 529)
-
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 code: pixi/display/DisplayObject.js (Line 543)
-
update()
-
Override this method in your own custom objects to handle any update requirements. It is called immediately after
preUpdate
and beforepostUpdate
. Remember if this Game Object has any children you should call update on those too.- Inherited From
- Source code: gameobjects/components/Core.js (Line 297)
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From
- Source code: pixi/display/DisplayObject.js (Line 519)
-
updateLocalBounds()
-
Update the bounds of the object
- Inherited From
- Source code: pixi/primitives/Graphics.js (Line 938)