These archived docs are for Phaser 2.6.1 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Public Properties

<constant> ANGLE_DOWN : integer

The Angle (in degrees) a Game Object needs to be set to in order to face down.

Source code: Phaser.js (Line 340)

<constant> ANGLE_LEFT : integer

The Angle (in degrees) a Game Object needs to be set to in order to face left.

Source code: Phaser.js (Line 347)

<constant> ANGLE_NORTH_EAST : integer

The Angle (in degrees) a Game Object needs to be set to in order to face north east.

Source code: Phaser.js (Line 361)

<constant> ANGLE_NORTH_WEST : integer

The Angle (in degrees) a Game Object needs to be set to in order to face north west.

Source code: Phaser.js (Line 368)

<constant> ANGLE_RIGHT : integer

The Angle (in degrees) a Game Object needs to be set to in order to face right.

Source code: Phaser.js (Line 354)

<constant> ANGLE_SOUTH_EAST : integer

The Angle (in degrees) a Game Object needs to be set to in order to face south east.

Source code: Phaser.js (Line 375)

<constant> ANGLE_SOUTH_WEST : integer

The Angle (in degrees) a Game Object needs to be set to in order to face south west.

Source code: Phaser.js (Line 382)

<constant> ANGLE_UP : integer

The Angle (in degrees) a Game Object needs to be set to in order to face up.

Source code: Phaser.js (Line 333)

<constant> AUTO : integer

AUTO renderer - picks between WebGL or Canvas based on device.

Source code: Phaser.js (Line 32)

<constant> BITMAPDATA : integer

Game Object type.

Source code: Phaser.js (Line 186)

<constant> BITMAPTEXT : integer

Game Object type.

Source code: Phaser.js (Line 137)

<constant> blendModes

Various blend modes supported by Pixi.

IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.

Properties:
Name Type Description
blendModes.NORMAL Number
blendModes.ADD Number
blendModes.MULTIPLY Number
blendModes.SCREEN Number
blendModes.OVERLAY Number
blendModes.DARKEN Number
blendModes.LIGHTEN Number
blendModes.COLOR_DODGE Number
blendModes.COLOR_BURN Number
blendModes.HARD_LIGHT Number
blendModes.SOFT_LIGHT Number
blendModes.DIFFERENCE Number
blendModes.EXCLUSION Number
blendModes.HUE Number
blendModes.SATURATION Number
blendModes.COLOR Number
blendModes.LUMINOSITY Number
Source code: Phaser.js (Line 500)

<constant> BOTTOM_CENTER : integer

A constant representing a bottom-center alignment or position.

Source code: Phaser.js (Line 466)

<constant> BOTTOM_LEFT : integer

A constant representing a bottom-left alignment or position.

Source code: Phaser.js (Line 459)

<constant> BOTTOM_RIGHT : integer

A constant representing a bottom-right alignment or position.

Source code: Phaser.js (Line 473)

<constant> BUTTON : integer

Game Object type.

Source code: Phaser.js (Line 102)

<constant> CANVAS : integer

Canvas Renderer.

Source code: Phaser.js (Line 39)

<constant> CANVAS_FILTER : integer

Game Object type.

Source code: Phaser.js (Line 193)

<constant> CENTER : integer

A constant representing a center alignment or position.

Source code: Phaser.js (Line 431)

<constant> CIRCLE : integer

Game Object type.

Source code: Phaser.js (Line 242)

<constant> CREATURE : integer

Game Object type.

Source code: Phaser.js (Line 284)

<constant> DOWN : integer

Direction constant.

Source code: Phaser.js (Line 88)

<constant> ELLIPSE : integer

Game Object type.

Source code: Phaser.js (Line 207)

<constant> EMITTER : integer

Game Object type.

Source code: Phaser.js (Line 172)

<constant> GAMES :array

An array of Phaser game instances.

Source code: Phaser.js (Line 25)

<constant> GRAPHICS : integer

Game Object type.

Source code: Phaser.js (Line 116)

<constant> GROUP : integer

Game Object type.

Source code: Phaser.js (Line 144)

<constant> HEADLESS : integer

Headless renderer (not visual output)

Source code: Phaser.js (Line 53)

<constant> HORIZONTAL : integer

A horizontal orientation

Source code: Phaser.js (Line 305)

<constant> IMAGE : integer

Game Object type.

Source code: Phaser.js (Line 109)

<constant> LANDSCAPE : integer

A landscape orientation

Source code: Phaser.js (Line 319)

<constant> LEFT : integer

Direction constant.

Source code: Phaser.js (Line 67)

<constant> LEFT_BOTTOM : integer

A constant representing a left-bottom alignment or position.

Source code: Phaser.js (Line 424)

<constant> LEFT_CENTER : integer

A constant representing a left-center alignment or position.

Source code: Phaser.js (Line 417)

<constant> LEFT_TOP : integer

A constant representing a left-top alignment or position.

Source code: Phaser.js (Line 410)

<constant> LINE : integer

Game Object type.

Source code: Phaser.js (Line 256)

<constant> MATRIX : integer

Game Object type.

Source code: Phaser.js (Line 263)

<constant> NONE : integer

Direction constant.

Source code: Phaser.js (Line 60)

<constant> PENDING_ATLAS : integer

Game Object type.

Source code: Phaser.js (Line 298)

<constant> POINT : integer

Game Object type.

Source code: Phaser.js (Line 270)

<constant> POINTER : integer

Game Object type.

Source code: Phaser.js (Line 228)

<constant> POLYGON : integer

Game Object type.

Source code: Phaser.js (Line 179)

<constant> PORTRAIT : integer

A portrait orientation

Source code: Phaser.js (Line 326)

<constant> RECTANGLE : integer

Game Object type.

Source code: Phaser.js (Line 249)

<constant> RENDERTEXTURE : integer

Game Object type.

Source code: Phaser.js (Line 151)

<constant> RETROFONT : integer

Game Object type.

Source code: Phaser.js (Line 221)

Direction constant.

Source code: Phaser.js (Line 74)

<constant> RIGHT_BOTTOM : integer

A constant representing a right-bottom alignment or position.

Source code: Phaser.js (Line 452)

<constant> RIGHT_CENTER : integer

A constant representing a right-center alignment or position.

Source code: Phaser.js (Line 445)

<constant> RIGHT_TOP : integer

A constant representing a right-top alignment or position.

Source code: Phaser.js (Line 438)

<constant> ROPE : integer

Game Object type.

Source code: Phaser.js (Line 235)

<constant> ROUNDEDRECTANGLE : integer

Game Object type.

Source code: Phaser.js (Line 277)

<constant> scaleModes

The scale modes that are supported by Pixi.

The DEFAULT scale mode affects the default scaling mode of future operations. It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.

Properties:
Name Type Default Description
Phaser.scaleModes Object
scaleModes.DEFAULT Number LINEAR
scaleModes.LINEAR Number

Smooth scaling

scaleModes.NEAREST Number

Pixelating scaling

Source code: Phaser.js (Line 533)

<constant> SPRITE : integer

Game Object type.

Source code: Phaser.js (Line 95)

<constant> SPRITEBATCH : integer

Game Object type.

Source code: Phaser.js (Line 214)

<constant> TEXT : integer

Game Object type.

Source code: Phaser.js (Line 123)

<constant> TILEMAP : integer

Game Object type.

Source code: Phaser.js (Line 158)

<constant> TILEMAPLAYER : integer

Game Object type.

Source code: Phaser.js (Line 165)

<constant> TILESPRITE : integer

Game Object type.

Source code: Phaser.js (Line 130)

<constant> TOP_CENTER : integer

A constant representing a top-center alignment or position.

Source code: Phaser.js (Line 396)

<constant> TOP_LEFT : integer

A constant representing a top-left alignment or position.

Source code: Phaser.js (Line 389)

<constant> TOP_RIGHT : integer

A constant representing a top-right alignment or position.

Source code: Phaser.js (Line 403)

<constant> UP : integer

Direction constant.

Source code: Phaser.js (Line 81)

<constant> VERSION : string

The Phaser version number.

Source code: Phaser.js (Line 18)

<constant> VERTICAL : integer

A vertical orientation

Source code: Phaser.js (Line 312)

<constant> VIDEO : integer

Game Object type.

Source code: Phaser.js (Line 291)

<constant> WEBGL : integer

WebGL Renderer.

Source code: Phaser.js (Line 46)

<constant> WEBGL_FILTER : integer

Game Object type.

Source code: Phaser.js (Line 200)

Public Methods

displayList(displayObject)

Call this function from the Dev Tools console.

It will scan the display list and output all of the Objects it finds, and their renderOrderIDs.

Note Requires a browser that supports console.group and console.groupEnd (such as Chrome)

Parameters
Name Type Argument Description
displayObject Object <optional>

The displayObject level display object to start from. Defaults to the World.

Source code: utils/Debug.js (Line 844)

intersectsRectangle(line, rect) → {boolean}

Checks for intersection between the Line and a Rectangle shape, or a rectangle-like object, with public x, y, right and bottom properties, such as a Sprite or Body.

An intersection is considered valid if:

The line starts within, or ends within, the Rectangle. The line segment intersects one of the 4 rectangle edges.

The for the purposes of this function rectangles are considered 'solid'.

Parameters
Name Type Description
line Phaser.Line

The line to check for intersection with.

rect Phaser.Rectangle | object

The rectangle, or rectangle-like object, to check for intersection with.

Returns
boolean -

True if the line intersects with the rectangle edges, or starts or ends within the rectangle.

Source code: geom/Line.js (Line 630)

Type Definitions

DisplayObject

A display object is any object that can be rendered in the Phaser/pixi.js scene graph.

This includes Phaser.Group (groups are display objects!), Phaser.Sprite, Phaser.Button, Phaser.Text as well as PIXI.DisplayObject and all derived types.

Source code: core/Group.js (Line 2900)