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These archived docs are for Phaser 2.3.0 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser. Graphics

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 its renderable property set to false. 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 be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object and system is the Physics system you are using. If none is given it defaults to Phaser.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 is true.

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
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 to false it will remove its physics body from the physics world if it has one. It also toggles the visible 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 the visible property to true.

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 have fixedToCamera 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, otherwise false 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
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
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 the kill 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 to true then the kill method is called as soon as inWorld 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)

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 and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.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 and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health 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 and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.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 before postUpdate. 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)