new Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame)
Create a new Button
object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.
The four states a Button responds to are:
- 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
- 'Out' - when the Pointer that was previously over the Button moves out of it.
- 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
- 'Up' - when the Pointer that was pressed down on the Button is released again.
A different texture/frame and activation sound can be specified for any of the states.
Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | X position of the Button. |
y |
number |
<optional> |
0 | Y position of the Button. |
key |
string |
<optional> |
The image key (in the Game.Cache) to use as the texture for this Button. |
|
callback |
function |
<optional> |
The function to call when this Button is pressed. |
|
callbackContext |
object |
<optional> |
The context in which the callback will be called (usually 'this'). |
|
overFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Over state. |
|
outFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Out state. |
|
downFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Down state. |
|
upFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Up state. |
- Source code: gameobjects/Button.js (Line 35)
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)
-
anchor :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
-
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 193)
- See
-
autoCull : boolean
-
A Game Object with
autoCull
set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has itsrenderable
property set tofalse
. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
- Inherited From
- Source code: gameobjects/components/AutoCull.js (Line 28)
-
blendMode : number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
- Inherited From
- Default Value
- PIXI.blendModes.NORMAL;
- Source code: pixi/display/Sprite.js (Line 87)
-
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 168)
-
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)
-
centerX : number
-
The center x coordinate of the Game Object. This is the same as
(x - offsetX) + (width / 2)
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 58)
-
centerY : number
-
The center y coordinate of the Game Object. This is the same as
(y - offsetY) + (height / 2)
.- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 80)
-
[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 167)
-
cropRect : Phaser.Rectangle
-
The Rectangle used to crop the texture this Game Object uses. Set this property via
crop
. If you modify this property directly you must callupdateCrop
in order to have the change take effect.- Inherited From
- Source code: gameobjects/components/Crop.js (Line 24)
-
data : Object
-
An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.
- Inherited From
- Default Value
- {}
- Source code: gameobjects/components/Core.js (Line 160)
-
debug : boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From
- Source code: gameobjects/components/Core.js (Line 218)
-
[readonly] destroyPhase : boolean
-
As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.
- Inherited From
- Source 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 185)
- See
-
exists : boolean
-
Controls if this Sprite is processed by the core Phaser game loops and Group loops.
- Inherited From
- Default Value
- true
- Source code: pixi/display/Sprite.js (Line 107)
-
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)
-
forceOut : boolean | Phaser.PointerMode
-
When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
This can also accept a pointer mode bitmask for more refined control.
Type
- boolean | Phaser.PointerMode
- Source code: gameobjects/Button.js (Line 199)
-
frame : integer
-
Gets or sets the current frame index of the texture being used to render this Game Object.
To change the frame set
frame
to the index of the new frame in the sprite sheet you wish this Game Object to use, for example:player.frame = 4
.If the frame index given doesn't exist it will revert to the first frame found in the texture.
If you are using a texture atlas then you should use the
frameName
property instead.If you wish to fully replace the texture being used see
loadTexture
.- Inherited From
- Source code: gameobjects/components/LoadTexture.js (Line 254)
-
frameName : string
-
Gets or sets the current frame name of the texture being used to render this Game Object.
To change the frame set
frameName
to the name of the new frame in the texture atlas you wish this Game Object to use, for example:player.frameName = "idle"
.If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.
If you are using a sprite sheet then you should use the
frame
property instead.If you wish to fully replace the texture being used see
loadTexture
.- Inherited From
- Source code: gameobjects/components/LoadTexture.js (Line 279)
-
freezeFrames : boolean
-
When true the the texture frame will not be automatically switched on up/down/over/out events.
- Source code: gameobjects/Button.js (Line 189)
-
[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 248)
-
game : Phaser.Game
-
A reference to the currently running Game.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 142)
-
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 148)
-
ignoreChildInput : boolean
-
If
ignoreChildInput
isfalse
it will allow this objects children to be considered as valid for Input events.If this property is
true
then the children will not be considered as valid for Input events.Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 26)
-
[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.
If you want to temporarily disable input for a Game Object, then it's better to set
input.enabled = false
, as it won't reset any of the Input Handlers internal properties. You can then toggle this back on as needed.- Inherited From
- Source code: gameobjects/components/InputEnabled.js (Line 42)
-
justReleasedPreventsOver : Phaser.PointerMode
-
Suppresse the over event if a pointer was just released and it matches the given pointer mode bitmask.
This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change.
- Source code: gameobjects/Button.js (Line 182)
-
key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
-
The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser Image Cache. It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key
__default
which is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key__missing
which is a 32x32 PNG of a green box with a line through it.Type
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From
- Source code: gameobjects/components/Core.js (Line 203)
-
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 102)
-
lifespan : number
-
The lifespan allows you to give a Game Object a lifespan in milliseconds.
Once the Game Object is 'born' you can set this to a positive value.
It is automatically decremented by the millisecond equivalent of
game.time.physicsElapsed
each frame. When it reaches zero it will call thekill
method.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 65)
-
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 150)
-
[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)
-
[readonly] onDownSound : Phaser.Sound | Phaser.AudioSprite | null
-
The Sound to be played when this Buttons Down state is activated.
Type
- Phaser.Sound | Phaser.AudioSprite | null
- Source code: gameobjects/Button.js (Line 105)
-
[readonly] onDownSoundMarker : string
-
The Sound Marker used in conjunction with the onDownSound.
- Source code: gameobjects/Button.js (Line 133)
-
onInputDown : Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Down state.
- Source code: gameobjects/Button.js (Line 158)
-
onInputOut : Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Out state.
- Source code: gameobjects/Button.js (Line 152)
-
onInputOver : Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Over state.
- Source code: gameobjects/Button.js (Line 146)
-
onInputUp : Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Up state.
- Source code: gameobjects/Button.js (Line 164)
-
[readonly] onOutSound : Phaser.Sound | Phaser.AudioSprite | null
-
The Sound to be played when this Buttons Out state is activated.
Type
- Phaser.Sound | Phaser.AudioSprite | null
- Source code: gameobjects/Button.js (Line 98)
-
[readonly] onOutSoundMarker : string
-
The Sound Marker used in conjunction with the onOutSound.
- Source code: gameobjects/Button.js (Line 126)
-
onOverMouseOnly : boolean
-
If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer. The frame will still be changed as applicable.
- Default Value
- true
- Source code: gameobjects/Button.js (Line 173)
-
[readonly] onOverSound : Phaser.Sound | Phaser.AudioSprite | null
-
The Sound to be played when this Buttons Over state is activated.
Type
- Phaser.Sound | Phaser.AudioSprite | null
- Source code: gameobjects/Button.js (Line 91)
-
[readonly] onOverSoundMarker : string
-
The Sound Marker used in conjunction with the onOverSound.
- Source code: gameobjects/Button.js (Line 119)
-
[readonly] onUpSound : Phaser.Sound | Phaser.AudioSprite | null
-
The Sound to be played when this Buttons Up state is activated.
Type
- Phaser.Sound | Phaser.AudioSprite | null
- Source code: gameobjects/Button.js (Line 112)
-
[readonly] onUpSoundMarker : string
-
The Sound Marker used in conjunction with the onUpSound.
- Source code: gameobjects/Button.js (Line 140)
-
pendingDestroy : boolean
-
A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.
This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 259)
-
[readonly] physicsType : number
-
The const physics body type of this object.
- Source code: gameobjects/Button.js (Line 56)
-
[readonly] previousPosition : Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 225)
-
[readonly] previousRotation : number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 232)
-
[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 240)
-
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 124)
-
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 98)
-
smoothed : boolean
-
Enable or disable texture smoothing for this Game Object.
It only takes effect if the Game Object is using an image based texture.
Smoothing is enabled by default.
- Inherited From
- Source code: gameobjects/components/Smoothed.js (Line 25)
-
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)
-
tintedTexture :Canvas
-
A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
- Inherited From
- Default Value
- null
- Source code: pixi/display/Sprite.js (Line 78)
-
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 146)
-
[readonly] type : number
-
The Phaser Object Type.
- Source code: gameobjects/Button.js (Line 50)
-
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 129)
-
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 211)
-
[readonly] z : number
-
The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
- Inherited From
- Source code: gameobjects/components/Core.js (Line 177)
Public Methods
-
addChild(child) → {DisplayObject}
-
Adds a child to the container.
Parameters
Name Type Description child
DisplayObject The DisplayObject to add to the container
Returns
The child that was added.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 102)
-
addChildAt(child, index) → {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
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 114)
-
alignIn(container, position, offsetX, offsetY) → {Object}
-
Aligns this Game Object within another Game Object, or Rectangle, known as the 'container', to one of 9 possible positions.
The container must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.bounds
orCamera.view
, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of the container. It simply modifies its position coordinates so it aligns with it.
The position constants you can use are:
Phaser.TOP_LEFT
,Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_CENTER
,Phaser.CENTER
,Phaser.RIGHT_CENTER
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
andPhaser.BOTTOM_RIGHT
.The Game Objects are placed in such a way that their bounds align with the container, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.
The optional
offsetX
andoffsetY
arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)
Would align the
sprite
to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive one expands it.Parameters
Name Type Argument Default Description container
Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.bounds
orCamera.view
.position
integer <optional>
The position constant. One of
Phaser.TOP_LEFT
(default),Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_CENTER
,Phaser.CENTER
,Phaser.RIGHT_CENTER
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
orPhaser.BOTTOM_RIGHT
.offsetX
integer <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetY
integer <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
Returns
Object -This Game Object.
- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 223)
-
alignTo(parent, position, offsetX, offsetY) → {Object}
-
Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.
The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.bounds
orCamera.view
, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.
The position constants you can use are:
Phaser.TOP_LEFT
(default),Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_TOP
,Phaser.LEFT_CENTER
,Phaser.LEFT_BOTTOM
,Phaser.RIGHT_TOP
,Phaser.RIGHT_CENTER
,Phaser.RIGHT_BOTTOM
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
andPhaser.BOTTOM_RIGHT
.The Game Objects are placed in such a way that their bounds align with the parent, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.
The optional
offsetX
andoffsetY
arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)
Would align the
sprite
to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive one expands it.Parameters
Name Type Argument Default Description parent
Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.bounds
orCamera.view
.position
integer <optional>
The position constant. One of
Phaser.TOP_LEFT
,Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_TOP
,Phaser.LEFT_CENTER
,Phaser.LEFT_BOTTOM
,Phaser.RIGHT_TOP
,Phaser.RIGHT_CENTER
,Phaser.RIGHT_BOTTOM
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
orPhaser.BOTTOM_RIGHT
.offsetX
integer <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetY
integer <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
Returns
Object -This Game Object.
- Inherited From
- Source code: gameobjects/components/Bounds.js (Line 321)
-
bringToTop() → {PIXI.DisplayObject}
-
Brings this Game Object to the top of its parents display list. Visually this means it will render over the top of any old child in the same Group.
If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, because the World is the root Group from which all Game Objects descend.
Returns
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 24)
-
clearFrames()
-
Clears all of the frames set on this Button.
- Source code: gameobjects/Button.js (Line 233)
-
crop(rect, copy)
-
Crop allows you to crop the texture being used to display this Game Object. Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.
Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method, or by modifying
cropRect
property directly and then callingupdateCrop
.The rectangle object given to this method can be either a
Phaser.Rectangle
or any other object so long as it has publicx
,y
,width
,height
,right
andbottom
properties.A reference to the rectangle is stored in
cropRect
unless thecopy
parameter istrue
, 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
cropRect
will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.- Inherited From
- Source code: gameobjects/components/Crop.js (Line 49)
-
destroy(destroyChildren, destroyTexture)
-
Destroys the Game Object. 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.If this Game Object has the Events component it will also dispatch the
onDestroy
event.You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've more than one Game Object sharing the same BaseTexture.
Parameters
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called as well?
destroyTexture
boolean <optional>
false Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.
- Inherited From
- Source code: gameobjects/components/Destroy.js (Line 37)
-
getBounds(matrix) → {Rectangle}
-
Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
It is important to note that the transform is not updated when you call this method. So if this Sprite is the child of a Display Object which has had its transform updated since the last render pass, those changes will not yet have been applied to this Sprites worldTransform. If you need to ensure that all parent transforms are factored into this getBounds operation then you should call
updateTransform
on the root most object in this Sprites display list first.Parameters
Name Type Description matrix
Matrix the transformation matrix of the sprite
Returns
Rectangle -the framing rectangle
- Inherited From
- Source code: pixi/display/Sprite.js (Line 203)
-
getChildAt(index) → {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 205)
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters
Name Type Description child
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 170)
-
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 383)
-
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
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 113)
-
loadTexture(key, frame, stopAnimation)
-
Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.
If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the
frame
orframeName
properties instead.You should only use
loadTexture
if you want to replace the base texture entirely.Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.
You can use the new const
Phaser.PENDING_ATLAS
as the texture key for any sprite. Doing this then sets the key to be theframe
argument (the frame is set to zero).This allows you to create sprites using
load.image
during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.Note: You cannot use a RenderTexture as a texture for a TileSprite.
Parameters
Name Type Argument Default Description key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | 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 Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
frame
string | number <optional>
If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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/components/LoadTexture.js (Line 51)
-
moveDown() → {PIXI.DisplayObject}
-
Moves this Game Object down one place in its parents display list. This call has no effect if the Game Object is already at the bottom of the display list.
If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World, because the World is the root Group from which all Game Objects descend.
Returns
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 87)
-
moveUp() → {PIXI.DisplayObject}
-
Moves this Game Object up one place in its parents display list. This call has no effect if the Game Object is already at the top of the display list.
If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World, because the World is the root Group from which all Game Objects descend.
Returns
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 66)
-
<internal> onInputDownHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters
Name Type Description sprite
Phaser.Button The Button that the event occurred on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Button.js (Line 531)
-
<internal> onInputOutHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters
Name Type Description sprite
Phaser.Button The Button that the event occurred on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Button.js (Line 511)
-
<internal> onInputOverHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters
Name Type Description sprite
Phaser.Button The Button that the event occurred on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Button.js (Line 478)
-
<internal> onInputUpHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters
Name Type Description sprite
Phaser.Button The Button that the event occurred on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Button.js (Line 551)
-
overlap(displayObject) → {boolean}
-
Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a
getBounds
method and result.This check ignores the
hitArea
property if set and runs agetBounds
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. It 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 Game Object intersects at any point with the bounds of the given display object.
- Inherited From
- Source code: gameobjects/components/Overlap.js (Line 29)
-
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
-
Plays an Animation.
The animation should have previously been created via
animations.add
.If the animation is already playing calling this again won't do anything. If you need to reset an already running animation do so directly on the Animation object itself or via
AnimationManager.stop
.Parameters
Name Type Argument Default Description name
string The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
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.
- Inherited From
- Source code: gameobjects/components/Animation.js (Line 31)
-
<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 338)
-
preUpdate()
-
Automatically called by World.preUpdate.
- Inherited From
- Source code: gameobjects/Image.js (Line 77)
-
removeChild(child) → {DisplayObject}
-
Removes a child from the container.
Parameters
Name Type Description child
DisplayObject The DisplayObject to remove
Returns
The child that was removed.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 222)
-
removeChildAt(index) → {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 237)
-
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 255)
-
<internal> removedFromWorld()
-
Called when this Button is removed from the World.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: gameobjects/Button.js (Line 244)
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 428)
-
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
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/Reset.js (Line 30)
-
resetFrame()
-
Resets the texture frame dimensions that the Game Object uses for rendering.
- Inherited From
- Source code: gameobjects/components/LoadTexture.js (Line 232)
-
resizeFrame(parent, width, height)
-
Resizes the Frame dimensions that the Game Object uses for rendering.
You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.
Parameters
Name Type Description parent
object The parent texture object that caused the resize, i.e. a Phaser.Video object.
width
integer The new width of the texture.
height
integer The new height of the texture.
- Inherited From
- Source code: gameobjects/components/LoadTexture.js (Line 220)
-
revive(health) → {PIXI.DisplayObject}
-
Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
A resurrected Game Object has its
alive
,exists
andvisible
properties all set to true.It will dispatch the
onRevived
event. Listen toevents.onRevived
for the signal.Parameters
Name Type Argument Default Description health
number <optional>
100 The health to give the Game Object. Only set if the GameObject has the Health component.
Returns
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/LifeSpan.js (Line 78)
-
sendToBack() → {PIXI.DisplayObject}
-
Sends this Game Object to the bottom of its parents display list. Visually this means it will render below all other children in the same Group.
If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, because the World is the root Group from which all Game Objects descend.
Returns
PIXI.DisplayObject -This instance.
- Inherited From
- Source code: gameobjects/components/BringToTop.js (Line 45)
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters
Name Type Description child
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 187)
-
setDownSound(sound, marker)
-
The Sound to be played when a Pointer presses down on this Button.
Parameters
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source code: gameobjects/Button.js (Line 450)
-
setFrame(frame)
-
Sets the texture frame the Game Object uses for rendering.
This is primarily an internal method used by
loadTexture
, but is exposed for the use of plugins and custom classes.Parameters
Name Type Description frame
Phaser.Frame The Frame to be used by the texture.
- Inherited From
- Source code: gameobjects/components/LoadTexture.js (Line 155)
-
setFrames(overFrame, outFrame, downFrame, upFrame)
-
Used to manually set the frames that will be used for the different states of the Button.
Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
Parameters
Name Type Argument Description overFrame
string | integer <optional>
The frame / frameName when the button is in the Over state.
outFrame
string | integer <optional>
The frame / frameName when the button is in the Out state.
downFrame
string | integer <optional>
The frame / frameName when the button is in the Down state.
upFrame
string | integer <optional>
The frame / frameName when the button is in the Up state.
- Source code: gameobjects/Button.js (Line 320)
-
setOutSound(sound, marker)
-
The Sound to be played when a Pointer moves out of this Button.
Parameters
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source code: gameobjects/Button.js (Line 436)
-
setOverSound(sound, marker)
-
The Sound to be played when a Pointer moves over this Button.
Parameters
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source code: gameobjects/Button.js (Line 422)
-
setSounds(overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker)
-
Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object. The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
Call this function with no parameters to reset all sounds on this Button.
Parameters
Name Type Argument Description overSound
Phaser.Sound | Phaser.AudioSprite <optional>
Over Button Sound.
overMarker
string <optional>
Over Button Sound Marker.
downSound
Phaser.Sound | Phaser.AudioSprite <optional>
Down Button Sound.
downMarker
string <optional>
Down Button Sound Marker.
outSound
Phaser.Sound | Phaser.AudioSprite <optional>
Out Button Sound.
outMarker
string <optional>
Out Button Sound Marker.
upSound
Phaser.Sound | Phaser.AudioSprite <optional>
Up Button Sound.
upMarker
string <optional>
Up Button Sound Marker.
- Source code: gameobjects/Button.js (Line 396)
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters
Name Type Description stage
Stage the stage that the container will have as its current stage reference
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 412)
-
setTexture(texture, destroy)
-
Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous texture this Sprite was using.
Parameters
Name Type Argument Default Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
destroy
Boolean <optional>
false Call Texture.destroy on the current texture before replacing it with the new one?
- Inherited From
- Source code: pixi/display/Sprite.js (Line 167)
-
setUpSound(sound, marker)
-
The Sound to be played when a Pointer has pressed down and is released from this Button.
Parameters
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source code: gameobjects/Button.js (Line 464)
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters
Name Type Description child
DisplayObject -
child2
DisplayObject -
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js (Line 145)
-
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 328)
-
updateCrop()
-
If you have set a crop rectangle on this Game Object via
crop
and since modified thecropRect
property, or the rectangle it references, then you need to update the crop frame by calling this method.- Inherited From
- Source code: gameobjects/components/Crop.js (Line 86)