---
title: "Plane"
docs: "Phaser Guide"
url: https://phaser.io/oss/docs/phaser/concepts/gameobjects/plane
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.

# Plane

The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.

The Plane can then be manipulated in 3D space, with rotation across all 3 axis.

This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.

You can use the `uvScroll` and `uvScale` methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet.

The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite. The animation frame size must be fixed as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.

Note that the Plane object is WebGL only and does not have a Canvas counterpart.

The Plane origin is always 0.5 x 0.5 and _cannot be changed_.

## Load texture

```javascript
this.load.image(key, url);
```

Reference: [load image](https://phaser.io/oss/docs/phaser/concepts/loader.md#image)

## Add plane object

```javascript
var plane = this.add.plane(x, y, key);
// var plane = this.add.plane(x, y, key, frame);
// var plane = this.add.plane(x, y, texture, frame, width, height, tile);
```

- `x`, `y` : Position
- `key`, `frame` : Texture key of
- `width`, `height` : The width/height of this Plane, **in cells**, not pixels.
- `tile` : Is the texture tiled? I.e. repeated across each cell.

Add plane from JSON

```javascript
var plane = this.make.plane({
    x: 0,
    y: 0,
    key: '',
    // frame: '',
    // width: 8,
    // height: 8,
    // tile: false,
    // checkerboard: null,
    // checkerboard: { color1, color2, alpha1, alpha2, height }

    // angle: 0,
    // alpha: 1,
    // scale : {
    //    x: 1,
    //    y: 1
    //},
    // origin: {x: 0.5, y: 0.5},

    add: true
});
```

## Custom class

- Define class

    ```javascript
    class MyPlane extends Phaser.GameObjects.Plane {
        constructor(scene, x, y, texture, frame, width, height, tile) {
            super(scene, x, y, texture, frame, width, height, tile);
            // ...
            this.add.existing(this);
        }
        // ...

        // preUpdate(time, delta) {}
    }
    ```

  - `this.add.existing(gameObject)` : Adds an existing Game Object to this Scene.
    - If the Game Object renders, it will be added to the Display List.
    - If it has a `preUpdate` method, it will be added to the Update List.
- Create instance

    ```javascript
    var plane = new MyPlane(scene, x, y, texture, frame, width, height, tile);
    ```

## Texture

See [game object - texture](https://phaser.io/oss/docs/phaser/concepts/gameobjects.md#textures)

## Animation

See [Sprite's animation section](https://phaser.io/oss/docs/phaser/concepts/gameobjects/sprite.md#animation).

### Play animation

- Play

    ```javascript
    plane.play(key);
    // plane.play(key, ignoreIfPlaying);
    ```

  - `key` : Animation key string, or animation config
    - String key of animation
    - Animation config, to override default config

      ```javascript
      {
          key,
          frameRate,
          duration,
          delay,
          repeat,
          repeatDelay,
          yoyo,
          showOnStart,
          hideOnComplete,
          startFrame,
          timeScale
      }
      ```

- Play in reverse

    ```javascript
    plane.playReverse(key);
    // plane.playReverse(key, ignoreIfPlaying);
    ```

  - `key` : Animation key string, or animation config
- Play after delay

    ```javascript
    plane.playAfterDelay(key, delay);
    ```

  - `key` : Animation key string, or animation config
- Play after repeat

    ```javascript
    plane.playAfterRepeat(key, repeatCount);
    ```

  - `key` : Animation key string, or animation config

### Stop

- Immediately stop

    ```javascript
    plane.stop();
    ```

- Stop after delay

    ```javascript
    plane.stopAfterDelay(delay);
    ```

- Stop at frame

    ```javascript
    plane.stopOnFrame(frame);
    ```

  - `frame` : Frame object in current animation.

    ```javascript
    var currentAnim = plane.anims.currentAnim;
    var frame = currentAnim.getFrameAt(index);
    ```

- Stop after repeat

    ```javascript
    plane.stopAfterRepeat(repeatCount);
    ```

### Properties

- Has started

    ```javascript
    var hasStarted = plane.anims.hasStarted;
    ```

- Is playing

    ```javascript
    var isPlaying = plane.anims.isPlaying;
    ```

- Is paused

    ```javascript
    var isPaused = plane.anims.isPaused;
    ```

- Total frames count

    ```javascript
    var frameCount = plane.anims.getTotalFrames();
    ```

- Delay

    ```javascript
    var delay = plane.anims.delay;
    ```

- Repeat
  - Total repeat count

    ```javascript
    var repeatCount = plane.anims.repeat;
    ```

  - Repeat counter

    ```javascript
    var repeatCount = plane.anims.repeatCounter;
    ```

  - Repeat delay

    ```javascript
    var repeatDelay = plane.anims.repeatDelay;
    ```

  - Yoyo

    ```javascript
    var repeatDelay = plane.anims.yoyo;
    ```

- Current animation key

    ```javascript
    var key = plane.anims.getName();
    ```

  - `key` : Return `''` if not playing any animation.
- Current frame name

    ```javascript
    var frameName = plane.anims.getFrameName();
    ```

  - `frameName` : Return `''` if not playing any animation.
- Current animation

    ```javascript
    var currentAnim = plane.anims.currentAnim;
    ```

- Current frame

    ```javascript
    var currentFrame = plane.anims.currentFrame;
    ```

## Interactive

To test if pointer is at any face of this mesh game object.

```javascript
plane.setInteractive();
```

## Checkerboard

Creates a checkerboard style texture,
based on the given colors and alpha values and applies it to this Plane,
replacing any current texture it may have.

- Create

    ```javascript
    plane.createCheckerboard(color1, color2, alpha1, alpha2, height)
    ```

- Remove

    ```javascript
    plane.removeCheckerboard();
    ```

## Other properties

See [Mesh game object](https://phaser.io/oss/docs/phaser/concepts/gameobjects/mesh.md), [game object](https://phaser.io/oss/docs/phaser/concepts/gameobjects.md)

## Create mask

```javascript
var mask = plane.createBitmapMask();
```

See [mask](https://phaser.io/oss/docs/phaser/concepts/display.md#masks)

## Shader effects

Support [postFX effects](https://phaser.io/oss/docs/phaser/concepts/gameobjects/shader.md)

!!! note
    No preFX effect support

## Author Credits

Content on this page includes work by:

- [RexRainbow](https://github.com/rexrainbow)

---

## 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`.
