---
title: "Phaser.GameObjects.Components.Origin"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/namespace/gameobjects-components-origin
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.

# Phaser.GameObjects.Components.Origin

Scope: 
static
> Source: [src/gameobjects/components/Origin.js#L7](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L7)  
Since: 3.0.0

## Static functions

### displayOriginX

#### displayOriginX: number


**Description:**

The horizontal display origin of this Game Object, expressed in pixels. Unlike `originX`, which is a normalized value between 0 and 1, the display origin is the calculated pixel offset derived from the Game Object's width multiplied by its `originX` value. Setting this property updates `originX` accordingly.


> Source: [src/gameobjects/components/Origin.js#L62](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L62)  
Since: 3.0.0


---

### displayOriginY

#### displayOriginY: number


**Description:**

The vertical display origin of this Game Object, expressed in pixels. Unlike `originY`, which is a normalized value between 0 and 1, the display origin is the calculated pixel offset derived from the Game Object's height multiplied by its `originY` value. Setting this property updates `originY` accordingly.


> Source: [src/gameobjects/components/Origin.js#L87](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L87)  
Since: 3.0.0


---

### originX

#### originX: number


**Description:**

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object. Set this value with `setOrigin()`.


> Source: [src/gameobjects/components/Origin.js#L30](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L30)  
Since: 3.0.0


---

### originY

#### originY: number


**Description:**

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object. Set this value with `setOrigin()`.


> Source: [src/gameobjects/components/Origin.js#L44](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L44)  
Since: 3.0.0


---

## Static functions

### setDisplayOrigin

#### \<instance> setDisplayOrigin([x], [y])


**Description:**

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| x | number | Yes | 0 | The horizontal display origin value. |
| y | number | Yes | "x" | The vertical display origin value. If not defined it will be set to the value of `x`. |


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


> Source: [src/gameobjects/components/Origin.js#L162](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L162)  
Since: 3.0.0


---

### setOrigin

#### \<instance> setOrigin([x], [y])


**Description:**

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| x | number | Yes | 0.5 | The horizontal origin value. |
| y | number | Yes | "x" | The vertical origin value. If not defined it will be set to the value of `x`. |


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


> Source: [src/gameobjects/components/Origin.js#L112](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L112)  
Since: 3.0.0


---

### setOriginFromFrame

#### \<instance> setOriginFromFrame()


**Description:**

Sets the origin of this Game Object based on the Pivot values in its Frame. If the Frame has a custom pivot point defined, the origin is set to match it. If the Frame does not have a custom pivot, this method falls back to `setOrigin()`, resetting the origin to the default value of 0.5 for both axes.


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


> Source: [src/gameobjects/components/Origin.js#L136](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L136)  
Since: 3.0.0


---

### updateDisplayOrigin

#### \<instance> updateDisplayOrigin()


**Description:**

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.


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


> Source: [src/gameobjects/components/Origin.js#L185](https://github.com/phaserjs/phaser/blob/v4.1.0/src/gameobjects/components/Origin.js#L185)  
Since: 3.0.0


---

---

## 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.
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- **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`.
