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Phaser AE

API docs

v3.0.0-2206 exports in 26 modulesreleased October 19, 2026

ContentsVerbs

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The game

Verbs

The verbs

engine/kernel/src/verbs.ts

Functions

hide

function hide(t: Targets): void

From @phaser-ae/kernel/verbs

Set visible to false. A hidden object stays in queries and keeps simulating; it is only not drawn.

kill

function kill(t: Targets): void

From @phaser-ae/kernel/verbs

Remove from the game, as h.kill() does. Dead handles are skipped, so killing twice is harmless here.

move

function move(t: Targets, dx: number, dy: number): void

From @phaser-ae/kernel/verbs

Move by dx, dy world units. The move is interpolated like any other write; use teleport for a cut.

moveTo

function moveTo(t: Targets, x: number, y: number): void

From @phaser-ae/kernel/verbs

Set the centre to x, y in world units. Interpolated from where it was; use teleport for a cut.

play

function play(t: Targets, anim: string, opts: { hold?: boolean } = {}): void

From @phaser-ae/kernel/verbs

Play the animation anim declared at spawn (anims). Calling it every step does not restart one already playing. hold: true plays it once and stops on its last frame (game.anim(h).done turns true). A name the object did not declare goes to the packs that animate objects themselves (a model's clips); if none plays it, it throws in dev.

rotate

function rotate(t: Targets, by: Radians): void

From @phaser-ae/kernel/verbs

Turn by by radians (clockwise on screen in a y-down 2D world).

scale

function scale(t: Targets, by: number): void

From @phaser-ae/kernel/verbs

Multiply sx and sy by by. sz is left alone; set h.scale for a uniform 3D scale.

show

function show(t: Targets): void

From @phaser-ae/kernel/verbs

Set visible to true.

tag

function tag(t: Targets, ...tags: string[]): void

From @phaser-ae/kernel/verbs

Add tags; roster.tagged finds the object under each from now on.

teleport

function teleport(t: Targets, x: number, y: number): void

From @phaser-ae/kernel/verbs

Move to x, y without interpolating: a wrap, a respawn, a cut. A jump of more than 256 units snaps on its own; this is for shorter ones that must not sweep.

tint

function tint(t: Targets, color: Color, opts: { for?: Seconds } = {}): void

From @phaser-ae/kernel/verbs

Set the tint to a CSS colour. With { for: seconds } the previous tint comes back after that much game time (a hit flash), unless something else has changed the tint in the meantime. The restore is a scene timer, so it pauses with the game and is cancelled if the scene exits first.

untag

function untag(t: Targets, ...tags: string[]): void

From @phaser-ae/kernel/verbs

Remove tags. Removing a tag the object does not have is harmless.

Types

Targets

type Targets = Handle | Iterable<Handle>

From @phaser-ae/kernel/verbs

What every verb acts on: one handle, or any iterable of handles. A roster query is iterable, so it goes in directly (tint(game.roster.tagged('enemy'), '#f44')): the query is the list.