---
title: "Light"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/class/gameobjects-light
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Light

A 2D Light.

These are created by the [Phaser.GameObjects.LightsManager](https://phaser.io/oss/docs/api-documentation/class/gameobjects-lightsmanager.md), available from within a scene via `this.lights`.

Any Game Objects with the Lighting Component, and `setLighting(true)`, will then be affected by these Lights. If they have a normal map, it will be used. If they don't, the Lights will use the default normal map, a flat surface.

They can also simply be used to represent a point light for your own purposes.

Lights cannot be added to Containers. They are designed to exist in the root of a Scene.

**Constructor**

`new Light(x, y, radius, r, g, b, intensity, [z])`

**Parameters**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| x | number | No | The horizontal position of the light. |
| y | number | No | The vertical position of the light. |
| radius | number | No | The radius of the light. |
| r | number | No | The red color of the light. A value between 0 and 1. |
| g | number | No | The green color of the light. A value between 0 and 1. |
| b | number | No | The blue color of the light. A value between 0 and 1. |
| intensity | number | No | The intensity of the light. |
| z | number | Yes | The z position of the light. If not given, it will be set to `radius * 0.1`. |

---


**Scope**: static


**Extends**

> [Phaser.Geom.Circle](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md)  
> [Phaser.GameObjects.Components.Origin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md)  
> [Phaser.GameObjects.Components.ScrollFactor](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md)  
> [Phaser.GameObjects.Components.Visible](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-visible.md)  



> Source: [src/gameobjects/lights/Light.js#L13](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L13)  
Since: 3.0.0

## Inherited Members


**From [Phaser.GameObjects.Components.Origin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md):**


 - [displayOriginX](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#displayoriginx)
 - [displayOriginY](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#displayoriginy)
 - [originX](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#originx)
 - [originY](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#originy)





**From [Phaser.GameObjects.Components.ScrollFactor](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md):**


 - [scrollFactorX](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md#scrollfactorx)
 - [scrollFactorY](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md#scrollfactory)





**From [Phaser.GameObjects.Components.Visible](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-visible.md):**


 - [visible](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-visible.md#visible)





**From [Phaser.Geom.Circle](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md):**


 - [bottom](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#bottom)
 - [diameter](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#diameter)
 - [left](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#left)
 - [radius](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#radius)
 - [right](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#right)
 - [top](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#top)
 - [type](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#type)
 - [x](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#x)
 - [y](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#y)




---

## Public Members

### cameraFilter

#### cameraFilter: number


**Description:**

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call `Camera.ignore`, however you can set this property directly using the Camera.id property:


> Source: [src/gameobjects/lights/Light.js#L115](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L115)  
Since: 3.0.0


---

### color

#### color: [Phaser.Display.RGB](https://phaser.io/oss/docs/api-documentation/class/display-rgb.md)


**Description:**

The color of the light.


> Source: [src/gameobjects/lights/Light.js#L63](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L63)  
Since: 3.50.0


---

### displayHeight

#### displayHeight: number


**Description:**

The height of this Light Game Object. This is the same as `Light.diameter`.


> Source: [src/gameobjects/lights/Light.js#L156](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L156)  
Since: 3.60.0


---

### displayWidth

#### displayWidth: number


**Description:**

The width of this Light Game Object. This is the same as `Light.diameter`.


> Source: [src/gameobjects/lights/Light.js#L135](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L135)  
Since: 3.60.0


---

### height

#### height: number


**Description:**

The height of this Light Game Object. This is the same as `Light.diameter`.


> Source: [src/gameobjects/lights/Light.js#L198](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L198)  
Since: 3.60.0


---

### intensity

#### intensity: number


**Description:**

The intensity of the light. This scales the overall brightness of the light effect. A value of 1 is considered normal brightness. Higher values produce a stronger, brighter light.


> Source: [src/gameobjects/lights/Light.js#L72](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L72)  
Since: 3.50.0


---

### renderFlags

#### renderFlags: number


**Description:**

The flags that are compared against `RENDER_MASK` to determine if this Light will render or not. The relevant bit is 0001, set by the Visible component. The remaining bits are unused by Light but are reserved for custom use if required.


> Source: [src/gameobjects/lights/Light.js#L103](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L103)  
Since: 3.0.0


---

### width

#### width: number


**Description:**

The width of this Light Game Object. This is the same as `Light.diameter`.


> Source: [src/gameobjects/lights/Light.js#L177](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L177)  
Since: 3.60.0


---

### z

#### z: number


**Description:**

The z position of the light. This affects the relief effect created by the light. A higher value will make the light appear more raised.

Lit game objects are considered to be at z=0. Thus, if z is larger than the radius of the light, the light will not affect them. Strong values are in the range of 0 to radius/2.

This is not a true position, and won't be affected by perspective or camera position. It won't be set by `setTo`. Use `setZ` to set it, or `setZNormal` to set it to a fraction of the radius.


> Source: [src/gameobjects/lights/Light.js#L82](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L82)  
Since: 4.0.0


---

### zNormal

#### zNormal: number


**Description:**

The z position of the light, as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.


> Source: [src/gameobjects/lights/Light.js#L219](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L219)  
Since: 4.0.0


---

## Inherited Methods


**From [Phaser.GameObjects.Components.Origin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md):**


 - [setDisplayOrigin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#setdisplayorigin)
 - [setOrigin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#setorigin)
 - [setOriginFromFrame](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#setoriginfromframe)
 - [updateDisplayOrigin](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin.md#updatedisplayorigin)





**From [Phaser.GameObjects.Components.ScrollFactor](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md):**


 - [setScrollFactor](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-scrollfactor.md#setscrollfactor)





**From [Phaser.GameObjects.Components.Visible](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-visible.md):**


 - [setVisible](https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-visible.md#setvisible)





**From [Phaser.Geom.Circle](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md):**


 - [contains](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#contains)
 - [getPoint](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#getpoint)
 - [getPoints](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#getpoints)
 - [getRandomPoint](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#getrandompoint)
 - [isEmpty](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#isempty)
 - [setEmpty](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#setempty)
 - [setPosition](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#setposition)
 - [setTo](https://phaser.io/oss/docs/api-documentation/class/geom-circle.md#setto)




---

## Public Methods

### setColor

#### \<instance> setColor(rgb)


**Description:**

Set the color of the light from a single integer RGB value.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| rgb | number | No | The integer RGB color of the light. |


**Returns:** [Phaser.GameObjects.Light](https://phaser.io/oss/docs/api-documentation/class/gameobjects-light.md) - This Light object.


> Source: [src/gameobjects/lights/Light.js#L257](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L257)  
Since: 3.0.0


---

### setIntensity

#### \<instance> setIntensity(intensity)


**Description:**

Set the intensity of the light. This scales the overall brightness of the light effect. A value of 1 is considered normal brightness. Higher values produce a stronger, brighter light.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| intensity | number | No | The intensity (brightness multiplier) of the light. |


**Returns:** [Phaser.GameObjects.Light](https://phaser.io/oss/docs/api-documentation/class/gameobjects-light.md) - This Light object.


> Source: [src/gameobjects/lights/Light.js#L276](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L276)  
Since: 3.0.0


---

### setRadius

#### \<instance> setRadius(radius)


**Description:**

Set the radius of the light, in pixels. This defines the circular area of influence within which lit Game Objects will be affected by this light.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| radius | number | No | The radius of the light, in pixels. |


**Returns:** [Phaser.GameObjects.Light](https://phaser.io/oss/docs/api-documentation/class/gameobjects-light.md) - This Light object.


> Source: [src/gameobjects/lights/Light.js#L294](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L294)  
Since: 3.0.0


---

### setZ

#### \<instance> setZ(z)


**Description:**

Set the z position of the light. This controls the perceived height of the light above the scene, which influences the relief (normal-map shading) effect. Larger values make the light appear more elevated. Lit Game Objects are considered to be at z=0, so if z exceeds the light's radius the light will not affect them. Strong values are in the range of 0 to radius/2.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| z | number | No | The z position of the light, where 0 is at the same level as lit Game Objects. |


**Returns:** [Phaser.GameObjects.Light](https://phaser.io/oss/docs/api-documentation/class/gameobjects-light.md) - This Light object.


> Source: [src/gameobjects/lights/Light.js#L312](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L312)  
Since: 4.0.0


---

### setZNormal

#### \<instance> setZNormal(z)


**Description:**

Set the z position of the light as a fraction of the radius. This affects the relief effect created by the light. A higher value will make the light appear more raised. Strong values are in the range of 0 to 0.5.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| z | number | No | The normalized z position of the light. |


**Returns:** [Phaser.GameObjects.Light](https://phaser.io/oss/docs/api-documentation/class/gameobjects-light.md) - This Light object.


> Source: [src/gameobjects/lights/Light.js#L333](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L333)  
Since: 4.0.0


---

### willRender

#### \<instance> willRender(camera)


**Description:**

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md) | No | The Camera to check against this Game Object. |


**Returns:** boolean - True if the Game Object should be rendered, otherwise false.


> Source: [src/gameobjects/lights/Light.js#L241](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L241)  
Since: 3.50.0


---

## Constants:

## Public Members

### RENDER_MASK

#### RENDER_MASK: number


**Description:**

The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.


> Source: [src/gameobjects/lights/Light.js#L355](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/lights/Light.js#L355)  



---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
