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.
