new Text(game, x, y, text [, style])
Create a new game object for displaying Text.
This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view. Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
See this compatibility table for the available default fonts across mobile browsers.
Parameters:
| Name | Type | Argument | Description | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
x |
number | X position of the new text object. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
y |
number | Y position of the new text object. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
text |
string | The actual text that will be written. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
style |
object |
<optional> |
The style properties to be set on the Text. Properties
|
- Source:
- src/gameobjects/Text.js line 40
Extends
Members
-
align : string
-
Controls the horizontal alignment for multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text. For that please see
setTextBounds.Type:
- string
-
alive : boolean
-
A useful flag to control if the Game Object is alive or dead.
This is set automatically by the Health components
damagemethod should the object run out of health. Or you can toggle it via your game code.This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use
Group.getFirstAlivein conjunction with this property for fast object pooling and recycling.Type:
- boolean
- Inherited From:
- Default Value:
-
- true
- Source:
- src/gameobjects/components/LifeSpan.js line 50
-
alpha : number
-
The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. Please note that an object with an alpha value of 0 is skipped during the render pass.
The value of this property does not reflect any alpha values set further up the display list. To obtain that value please see the
worldAlphaproperty.Type:
- number
- Inherited From:
- Default Value:
-
- 1
- Source:
- src/pixi/display/DisplayObject.js line 73
-
anchor : Point
-
The anchor sets the origin point of the texture. The default (0, 0) is the top left. (0.5, 0.5) is the center. (1, 1) is the bottom right.
You can modify the default values in PIXI.Sprite.defaultAnchor.
Type:
- Point
- Inherited From:
- Source:
- src/pixi/display/Sprite.js line 28
-
angle : number
-
The angle property is the rotation of the Game Object in degrees from its original orientation.
Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees you can use the property
rotationinstead. Working in radians is slightly faster as it doesn't have to perform any calculations.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Angle.js line 29
-
animations : Phaser.AnimationManager
-
If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 215
- See:
-
autoCull : boolean
-
A Game Object with
autoCullset to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has itsrenderableproperty set tofalse. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/AutoCull.js line 28
-
autoRound : boolean
-
Should the linePositionX and Y values be automatically rounded before rendering the Text? You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.
Type:
- boolean
- Source:
- src/gameobjects/Text.js line 119
-
blendMode : Number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
Type:
- Number
- Inherited From:
- Default Value:
-
- PIXI.blendModes.NORMAL;
- Source:
- src/pixi/display/Sprite.js line 93
-
body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null
-
bodyis the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.By default Game Objects won't add themselves to any physics system and their
bodyproperty will benull.To enable this Game Object for physics you need to call
game.physics.enable(object, system)whereobjectis this object andsystemis the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade.You can alternatively call
game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchorproperty to 0.5, so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/PhysicsBody.js line 93
-
bottom : number
-
The sum of the y and height properties. This is the same as
y + height - offsetY.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 168
-
boundsAlignH : string
-
Horizontal alignment of the text within the
textBounds. Can be: 'left', 'center' or 'right'.Type:
- string
-
boundsAlignV : string
-
Vertical alignment of the text within the
textBounds. Can be: 'top', 'middle' or 'bottom'.Type:
- string
-
cacheAsBitmap : boolean
-
Sets if this DisplayObject should be cached as a bitmap.
When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.
Transparent areas adjoining the edges may be removed (#283).
Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not re-generate the cached bitmap automatically. To do that you need to call
DisplayObject.updateCache.To remove a cached bitmap, set this property to
null. Cache this DisplayObject as a Bitmap. Set tonullto remove an existing cached bitmap.Type:
- boolean
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 794
-
cameraOffset : Phaser.Point
-
The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if
fixedToCamerais true.The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/FixedToCamera.js line 85
-
canvas : HTMLCanvasElement
-
The canvas element that the text is rendered.
Type:
- HTMLCanvasElement
- Source:
- src/gameobjects/Text.js line 86
-
centerX : number
-
The center x coordinate of the Game Object. This is the same as
(x - offsetX) + (width / 2).Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 58
-
centerY : number
-
The center y coordinate of the Game Object. This is the same as
(y - offsetY) + (height / 2).Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 80
-
characterLimitSize : number
-
The maximum number of characters that can be set.
Type:
- number
- Source:
- src/gameobjects/Text.js line 146
-
characterLimitSuffix : string
-
The suffix that is applied to truncated text that is longer than the characterLimitSize.
Type:
- string
- Source:
- src/gameobjects/Text.js line 152
-
checkWorldBounds : boolean
-
If this is set to
truethe Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBoundsevent.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBoundsevent.It also optionally kills the Game Object if
outOfBoundsKillistrue.When
checkWorldBoundsis enabled it forces the Game Object to calculate its full bounds every frame.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/InWorld.js line 98
-
<readonly> children : Array(DisplayObject)
-
[read-only] The array of children of this container.
Type:
- Array(DisplayObject)
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 24
-
colors : array
-
An array of the color values as specified by addColor.
Type:
- array
- Source:
- src/gameobjects/Text.js line 96
-
<protected> components : object
-
The components this Game Object has installed.
Type:
- object
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 189
-
context : HTMLCanvasElement
-
The context of the canvas element that the text is rendered to.
Type:
- HTMLCanvasElement
- Source:
- src/gameobjects/Text.js line 91
-
cropRect : Phaser.Rectangle
-
The Rectangle used to crop the texture this Game Object uses. Set this property via
crop. If you modify this property directly you must callupdateCropin order to have the change take effect.Type:
- Inherited From:
- Source:
- src/gameobjects/components/Crop.js line 24
-
cssFont : string
-
Change the font used.
This is equivalent of the
fontproperty specified to setStyle, except that unlike usingsetStylethis will not change any current font fill/color settings.The CSS font string can also be individually altered with the
font,fontSize,fontWeight,fontStyle, andfontVariantproperties.Type:
- string
-
data : Object
-
An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.
Type:
- Object
- Inherited From:
- Default Value:
-
- {}
- Source:
- src/gameobjects/components/Core.js line 182
-
debug : boolean
-
A debug flag designed for use with
Game.enableStep.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 240
-
<readonly> deltaX : number
-
Returns the delta x value. The difference between world.x now and in the previous frame.
The value will be positive if the Game Object has moved to the right or negative if to the left.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Delta.js line 24
-
<readonly> deltaY : number
-
Returns the delta y value. The difference between world.y now and in the previous frame.
The value will be positive if the Game Object has moved down or negative if up.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Delta.js line 42
-
<readonly> deltaZ : number
-
Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Delta.js line 58
-
<readonly> destroyPhase : boolean
-
As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/Destroy.js line 22
-
events : Phaser.Events
-
All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this Game Object, or any of its components.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 207
- See:
-
exists : Boolean
-
Controls if this Sprite is processed by the core Phaser game loops and Group loops (except Phaser.Group#update).
Type:
- Boolean
- Inherited From:
- Default Value:
-
- true
- Source:
- src/pixi/display/Sprite.js line 112
-
fill : object
-
A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
Type:
- object
-
filterArea : Rectangle
-
The rectangular area used by filters when rendering a shader for this DisplayObject.
Type:
- Rectangle
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 202
-
filters : Array
-
Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter using
DisplayObject.filterArea.To remove filters, set this property to
null.Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a filter will reset this DisplayObjects blend mode to NORMAL. An Array of Phaser.Filter objects, or objects that extend them.
Type:
- Array
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 741
-
fixedToCamera : boolean
-
A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets are stored in the
cameraOffsetproperty, which is initialized with the current object coordinates.The values are adjusted at the rendering stage, overriding the Game Objects actual world position.
The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.
Note that the
cameraOffsetvalues are in addition to any parent of this Game Object on the display list.Be careful not to set
fixedToCameraon Game Objects which are in Groups that already havefixedToCameraenabled on them.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/FixedToCamera.js line 55
-
font : string
-
Change the font family that the text will be rendered in, such as 'Arial'.
Multiple CSS font families and generic fallbacks can be specified as long as CSS font-family rules are followed.
To change the entire font string use cssFont instead: eg.
text.cssFont = 'bold 20pt Arial'.Type:
- string
-
fontSize : number | string
-
The size of the font.
If the font size is specified in pixels (eg.
32or'32px') then a number (ie.32) representing the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg.'12pt').Type:
- number | string
-
fontStyle : string
-
The style of the font: 'normal', 'italic', 'oblique'
Type:
- string
-
fontStyles : array
-
An array of the font styles values as specified by addFontStyle.
Type:
- array
- Source:
- src/gameobjects/Text.js line 106
-
fontVariant : string
-
The variant the font: 'normal', 'small-caps'
Type:
- string
-
fontWeight : string
-
The weight of the font: 'normal', 'bold', or a valid CSS font weight.
Type:
- string
-
fontWeights : array
-
An array of the font weights values as specified by addFontWeight.
Type:
- array
- Source:
- src/gameobjects/Text.js line 111
-
frame : integer
-
Gets or sets the current frame index of the texture being used to render this Game Object.
To change the frame set
frameto the index of the new frame in the sprite sheet you wish this Game Object to use, for example:player.frame = 4.If the frame index given doesn't exist it will revert to the first frame found in the texture.
If you are using a texture atlas then you should use the
frameNameproperty instead.If you wish to fully replace the texture being used see
loadTexture.Type:
- integer
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 259
-
frameName : string
-
Gets or sets the current frame name of the texture being used to render this Game Object.
To change the frame set
frameNameto the name of the new frame in the texture atlas you wish this Game Object to use, for example:player.frameName = "idle".If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.
If you are using a sprite sheet then you should use the
frameproperty instead.If you wish to fully replace the texture being used see
loadTexture.Type:
- string
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 284
-
<readonly> fresh : boolean
-
A Game Object is considered
freshif it has just been created or reset and is yet to receive a renderer transform update. This property is mostly used internally by the physics systems, but is exposed for the use of plugins.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 270
-
game : Phaser.Game
-
A reference to the currently running Game.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 164
-
health : number
-
The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.
It can be used in combination with the
damagemethod or modified directly.Type:
- number
- Inherited From:
- Default Value:
-
- 1
- Source:
- src/gameobjects/components/Health.js line 26
-
height : number
-
The height of the Text object in pixels. This is height of the Texture frame / the Text.resolution. The height of the Text. Setting this will modify the scale to achieve the value requested.
Type:
- number
-
hitArea : Rectangle | Circle | Ellipse | Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 96
-
ignoreChildInput : boolean
-
If
ignoreChildInputisfalseit will allow this objects children to be considered as valid for Input events.If this property is
truethen the children will not be considered as valid for Input events.Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
Type:
- boolean
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 35
-
<readonly> inCamera : boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns
trueif they do, otherwisefalseif fully outside of the Cameras bounds.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/AutoCull.js line 37
-
input : Phaser.InputHandler | null
-
The Input Handler for this Game Object.
By default it is disabled. If you wish this Game Object to process input events you should enable it with:
inputEnabled = true.After you have done this, this property will be a reference to the Phaser InputHandler.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source:
- src/gameobjects/components/InputEnabled.js line 24
-
inputEnabled : boolean
-
By default a Game Object won't process any input events. By setting
inputEnabledto true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.You can then access the Input Handler via
this.input.Note that Input related events are dispatched from
this.events, i.e.:events.onInputDown.If you set this property to false it will stop the Input Handler from processing any more input events.
If you want to temporarily disable input for a Game Object, then it's better to set
input.enabled = false, as it won't reset any of the Input Handlers internal properties. You can then toggle this back on as needed.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/InputEnabled.js line 42
-
<readonly> inWorld : boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/InWorld.js line 129
-
key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
-
The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser Image Cache. It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key
__defaultwhich is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key__missingwhich is a 32x32 PNG of a green box with a line through it.Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 225
-
left : number
-
The left coordinate of the Game Object. This is the same as
x - offsetX.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 102
-
lifespan : number
-
The lifespan allows you to give a Game Object a lifespan in milliseconds.
Once the Game Object is 'born' you can set this to a positive value.
It is automatically decremented by the millisecond equivalent of
game.time.physicsElapsedeach frame. When it reaches zero it will call thekillmethod.Very handy for particles, bullets, collectibles, or any other short-lived entity.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/LifeSpan.js line 65
-
lineSpacing : number
-
Additional spacing (in pixels) between each line of text if multi-line.
Type:
- number
-
mask : Phaser.Graphics
-
Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. When applied it limits the visible area of this DisplayObject to the shape of the mask. Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. To remove a mask, set this property to
null. The mask applied to this DisplayObject. Set tonullto remove an existing mask.Type:
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 706
-
maxHealth : number
-
The Game Objects maximum health value. This works in combination with the
healmethod to ensure the health value never exceeds the maximum.Type:
- number
- Inherited From:
- Default Value:
-
- 100
- Source:
- src/gameobjects/components/Health.js line 35
-
name : string
-
A user defined name given to this Game Object. This value isn't ever used internally by Phaser, it is meant as a game level property.
Type:
- string
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 172
-
<readonly> offsetX : number
-
The amount the Game Object is visually offset from its x coordinate. This is the same as
width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 24
-
<readonly> offsetY : number
-
The amount the Game Object is visually offset from its y coordinate. This is the same as
height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 42
-
outOfBoundsKill : boolean
-
If this and the
checkWorldBoundsproperty are both set totruethen thekillmethod is called as soon asinWorldreturns false.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/InWorld.js line 106
-
outOfCameraBoundsKill : boolean
-
If this and the
autoCullproperty are both set totrue, then thekillmethod is called as soon as the Game Object leaves the camera bounds.Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/InWorld.js line 115
-
padding : Phaser.Point
-
Specify a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.
Type:
- Source:
- src/gameobjects/Text.js line 73
-
<readonly> parent : PIXI.DisplayObjectContainer
-
The parent DisplayObjectContainer that this DisplayObject is a child of. All DisplayObjects must belong to a parent in order to be rendered. The root parent is the Stage object. This property is set automatically when the DisplayObject is added to, or removed from, a DisplayObjectContainer.
Type:
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 117
-
pendingDestroy : boolean
-
A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.
This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 281
-
<readonly> physicsType : number
-
The const physics body type of this object.
Type:
- number
- Overrides:
- Source:
- src/gameobjects/Text.js line 66
-
pivot : PIXI.Point
-
The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.
Type:
- PIXI.Point
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 49
-
position : PIXI.Point
-
The coordinates, in pixels, of this DisplayObject, relative to its parent container.
The value of this property does not reflect any positioning happening further up the display list. To obtain that value please see the
worldPositionproperty.Type:
- PIXI.Point
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 29
-
<readonly> previousPosition : Phaser.Point
-
The position the Game Object was located in the previous frame.
Type:
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 247
-
<readonly> previousRotation : number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 254
-
renderable : boolean
-
Should this DisplayObject be rendered by the renderer? An object with a renderable value of
falseis skipped during the render pass.Type:
- boolean
- Inherited From:
- Overrides:
- Source:
- src/pixi/display/DisplayObject.js line 105
-
<readonly> renderOrderID : number
-
The render order ID is used internally by the renderer and Input Manager and should not be modified. This property is mostly used internally by the renderers, but is exposed for the use of plugins.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 262
-
resolution : integer
-
The resolution of the canvas the text is rendered to. This defaults to match the resolution of the renderer, but can be changed on a per Text object basis.
Type:
- integer
-
right : number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 124
-
rotation : number
-
The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on a right-handed orientation.
The value of this property does not reflect any rotation happening further up the display list. To obtain that value please see the
worldRotationproperty.Type:
- number
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 61
-
scale : PIXI.Point
-
The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.
The value of this property does not reflect any scaling happening further up the display list. To obtain that value please see the
worldScaleproperty.Type:
- PIXI.Point
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 41
-
scaleMax : Phaser.Point
-
The maximum scale this Game Object will scale up to.
It allows you to prevent a parent from scaling this Game Object higher than the given value.
Set it to
nullto remove the limit.Type:
- Inherited From:
- Source:
- src/gameobjects/components/ScaleMinMax.js line 46
-
scaleMin : Phaser.Point
-
The minimum scale this Game Object will scale down to.
It allows you to prevent a parent from scaling this Game Object lower than the given value.
Set it to
nullto remove the limit.Type:
- Inherited From:
- Source:
- src/gameobjects/components/ScaleMinMax.js line 36
-
shader : Phaser.Filter
-
The shader that will be used to render this Sprite. Set to null to remove a current shader.
Type:
- Inherited From:
- Default Value:
-
- null
- Source:
- src/pixi/display/Sprite.js line 103
-
shadowBlur : number
-
The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
Type:
- number
-
shadowColor : string
-
The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
Type:
- string
-
shadowFill : boolean
-
Sets if the drop shadow is applied to the Text fill.
Type:
- boolean
-
shadowOffsetX : number
-
The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
Type:
- number
-
shadowOffsetY : number
-
The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
Type:
- number
-
shadowStroke : boolean
-
Sets if the drop shadow is applied to the Text stroke.
Type:
- boolean
-
smoothed : boolean
-
Enable or disable texture smoothing for this Game Object.
It only takes effect if the Game Object is using an image based texture.
Smoothing is enabled by default.
Type:
- boolean
- Inherited From:
- Source:
- src/gameobjects/components/Smoothed.js line 25
-
splitRegExp : Object
-
The Regular Expression that is used to split the text up into lines, in multi-line text. By default this is
/(?:\r\n|\r|\n)/. You can change this RegExp to be anything else that you may need.Type:
- Object
- Source:
- src/gameobjects/Text.js line 140
-
stroke : string
-
A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
Type:
- string
-
strokeColors : array
-
An array of the stroke color values as specified by addStrokeColor.
Type:
- array
- Source:
- src/gameobjects/Text.js line 101
-
strokeThickness : number
-
A number that represents the thickness of the stroke. Default is 0 (no stroke)
Type:
- number
-
tabs : integer | array
-
The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an integer or an array of varying tab sizes, one tab per element. For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels. If you set tabs to be
[100,200]then it will set the first tab at 100px and the second at 200px.Type:
- integer | array
-
text : string
-
The text to be displayed by this Text object. Use a \n to insert a carriage return and split the text. The text will be rendered with any style currently set.
Type:
- string
-
<readonly> textBounds : Phaser.Rectangle
-
The textBounds property allows you to specify a rectangular region upon which text alignment is based. See
Text.setTextBoundsfor more details.Type:
- Source:
- src/gameobjects/Text.js line 81
-
texture : Texture
-
The texture that the sprite is using
Type:
- Texture
- Inherited From:
- Source:
- src/pixi/display/Sprite.js line 36
-
tint : Number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
Type:
- Number
- Inherited From:
- Default Value:
-
- 0xFFFFFF
- Source:
- src/pixi/display/Sprite.js line 63
-
tintedTexture : Canvas
-
A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
Type:
- Canvas
- Inherited From:
- Default Value:
-
- null
- Source:
- src/pixi/display/Sprite.js line 82
-
top : number
-
The y coordinate of the Game Object. This is the same as
y - offsetY.Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 146
-
transformCallback : function
-
The callback that will apply any scale limiting to the worldTransform.
Type:
- function
- Inherited From:
- Source:
- src/gameobjects/components/ScaleMinMax.js line 20
-
transformCallbackContext : object
-
The context under which
transformCallbackis called.Type:
- object
-
type : number
-
The const type of this object.
Type:
- number
- Overrides:
- Source:
- src/gameobjects/Text.js line 60
-
useAdvancedWrap : boolean
-
Will this Text object use Basic or Advanced Word Wrapping?
Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary. White space is condensed (e.g., consecutive spaces are replaced with one). Lines are trimmed of white space before processing.
It throws an error if wordWrapWidth is less than a single character.
Type:
- boolean
- Source:
- src/gameobjects/Text.js line 132
-
visible : boolean
-
The visibility of this DisplayObject. A value of
falsemakes the object invisible. A value oftruemakes it visible. Please note that an object with a visible value offalseis skipped during the render pass. Equally a DisplayObject with visible false will not render any of its children.The value of this property does not reflect any visible values set further up the display list. To obtain that value please see the
worldVisibleproperty.Type:
- boolean
- Inherited From:
- Default Value:
-
- true
- Source:
- src/pixi/display/DisplayObject.js line 87
-
width : number
-
The width of the Text object in pixels. This is width of the Texture frame / the Text.resolution. The width of the Text. Setting this will modify the scale to achieve the value requested.
Type:
- number
-
wordWrap : boolean
-
Indicates if word wrap should be used.
Type:
- boolean
-
wordWrapWidth : number
-
The width at which text will wrap.
Type:
- number
-
world : Phaser.Point
-
The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from
position, which contains the x/y coordinates relative to the Game Objects parent.Type:
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 233
-
<readonly> worldAlpha : number
-
The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. This value is the calculated total, based on the alpha values of all parents of this DisplayObjects in the display list.
To obtain, and set, the local alpha value, see the
alphaproperty.Note: This property is only updated at the end of the
updateTransformcall, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.Type:
- number
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 133
-
<readonly> worldPosition : PIXI.Point
-
The coordinates, in pixels, of this DisplayObject within the world.
This property contains the calculated total, based on the positions of all parents of this DisplayObject in the display list.
Note: This property is only updated at the end of the
updateTransformcall, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.Type:
- PIXI.Point
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 163
-
<readonly> worldRotation : number
-
The rotation, in radians, of this DisplayObject.
This property contains the calculated total, based on the rotations of all parents of this DisplayObject in the display list.
Note: This property is only updated at the end of the
updateTransformcall, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.Type:
- number
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 193
-
<readonly> worldScale : PIXI.Point
-
The global scale of this DisplayObject.
This property contains the calculated total, based on the scales of all parents of this DisplayObject in the display list.
Note: This property is only updated at the end of the
updateTransformcall, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.Type:
- PIXI.Point
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 178
-
<readonly> worldTransform : Phaser.Matrix
-
The current transform of this DisplayObject.
This property contains the calculated total, based on the transforms of all parents of this DisplayObject in the display list.
Note: This property is only updated at the end of the
updateTransformcall, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.Type:
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 148
-
worldVisible : boolean
-
Indicates if this DisplayObject is visible, based on it, and all of its parents,
visibleproperty values.Type:
- boolean
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 663
-
x : number
-
The horizontal position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use
DisplayObject.worldPositioninstead.Type:
- number
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 619
-
y : number
-
The vertical position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use
DisplayObject.worldPositioninstead.Type:
- number
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 641
-
<readonly> z : number
-
The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
Type:
- number
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 199
Methods
-
addChild(child)
-
Adds a child to the container.
Parameters:
Name Type Description childDisplayObject The DisplayObject to add to the container
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 42
Returns:
The child that was added.
- Type
- DisplayObject
-
addChildAt(child, index)
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description childDisplayObject The child to add
indexNumber The index to place the child in
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 55
Returns:
The child that was added.
- Type
- DisplayObject
-
addColor(color, position)
-
Set specific colors for certain characters within the Text.
It works by taking a color value, which is a typical HTML string such as
#ff0000orrgb(255,0,0)and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text wasPhoton Stormand you didText.addColor('#ffff00', 6)it would color in the wordStormin yellow.If you wish to change the stroke color see addStrokeColor instead.
Parameters:
Name Type Description colorstring A canvas fillstyle that will be used on the text eg
red,#00FF00,rgba().positionnumber The index of the character in the string to start applying this color value from.
- Source:
- src/gameobjects/Text.js line 853
Returns:
This Text instance.
- Type
- Phaser.Text
-
addFontStyle(style, position)
-
Set specific font styles for certain characters within the Text.
It works by taking a font style value, which is a typical string such as
normal,italicoroblique. The position value is the index of the character in the Text string to start applying this font style to. Once set the font style remains in use until either another font style or the end of the string is encountered. For example if the Text wasPhoton Stormand you didText.addFontStyle('italic', 6)it would font style in the wordStormin italic.If you wish to change the text font weight see addFontWeight instead.
Parameters:
Name Type Description stylestring A canvas font-style that will be used on the text style eg
normal,italic,oblique.positionnumber The index of the character in the string to start applying this font style value from.
- Source:
- src/gameobjects/Text.js line 903
Returns:
This Text instance.
- Type
- Phaser.Text
-
addFontWeight(style, position)
-
Set specific font weights for certain characters within the Text.
It works by taking a font weight value, which is a typical string such as
normal,bold,bolder, etc. The position value is the index of the character in the Text string to start applying this font weight to. Once set the font weight remains in use until either another font weight or the end of the string is encountered. For example if the Text wasPhoton Stormand you didText.addFontWeight('bold', 6)it would font weight in the wordStormin bold.If you wish to change the text font style see addFontStyle instead.
Parameters:
Name Type Description stylestring A canvas font-weight that will be used on the text weight eg
normal,bold,bolder,lighter, etc.positionnumber The index of the character in the string to start applying this font weight value from.
- Source:
- src/gameobjects/Text.js line 927
Returns:
This Text instance.
- Type
- Phaser.Text
-
addStrokeColor(color, position)
-
Set specific stroke colors for certain characters within the Text.
It works by taking a color value, which is a typical HTML string such as
#ff0000orrgb(255,0,0)and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text wasPhoton Stormand you didText.addColor('#ffff00', 6)it would color in the wordStormin yellow.This has no effect if stroke is disabled or has a thickness of 0.
If you wish to change the text fill color see addColor instead.
Parameters:
Name Type Description colorstring A canvas fillstyle that will be used on the text stroke eg
red,#00FF00,rgba().positionnumber The index of the character in the string to start applying this color value from.
- Source:
- src/gameobjects/Text.js line 877
Returns:
This Text instance.
- Type
- Phaser.Text
-
alignIn(container [, position] [, offsetX] [, offsetY])
-
Aligns this Game Object within another Game Object, or Rectangle, known as the 'container', to one of 9 possible positions.
The container must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.boundsorCamera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of the container. It simply modifies its position coordinates so it aligns with it.
The position constants you can use are:
Phaser.TOP_LEFT,Phaser.TOP_CENTER,Phaser.TOP_RIGHT,Phaser.LEFT_CENTER,Phaser.CENTER,Phaser.RIGHT_CENTER,Phaser.BOTTOM_LEFT,Phaser.BOTTOM_CENTERandPhaser.BOTTOM_RIGHT.The Game Objects are placed in such a way that their bounds align with the container, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.
The optional
offsetXandoffsetYarguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)Would align the
spriteto the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive one expands it.Parameters:
Name Type Argument Default Description containerPhaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.boundsorCamera.view.positioninteger <optional>
The position constant. One of
Phaser.TOP_LEFT(default),Phaser.TOP_CENTER,Phaser.TOP_RIGHT,Phaser.LEFT_CENTER,Phaser.CENTER,Phaser.RIGHT_CENTER,Phaser.BOTTOM_LEFT,Phaser.BOTTOM_CENTERorPhaser.BOTTOM_RIGHT.offsetXinteger <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetYinteger <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 223
Returns:
This Game Object.
- Type
- Object
-
alignTo(parent [, position] [, offsetX] [, offsetY])
-
Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.
The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as
World.boundsorCamera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.
The position constants you can use are:
Phaser.TOP_LEFT(default),Phaser.TOP_CENTER,Phaser.TOP_RIGHT,Phaser.LEFT_TOP,Phaser.LEFT_CENTER,Phaser.LEFT_BOTTOM,Phaser.RIGHT_TOP,Phaser.RIGHT_CENTER,Phaser.RIGHT_BOTTOM,Phaser.BOTTOM_LEFT,Phaser.BOTTOM_CENTERandPhaser.BOTTOM_RIGHT.The Game Objects are placed in such a way that their bounds align with the parent, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.
The optional
offsetXandoffsetYarguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)Would align the
spriteto the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive one expands it.Parameters:
Name Type Argument Default Description parentPhaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.boundsorCamera.view.positioninteger <optional>
The position constant. One of
Phaser.TOP_LEFT,Phaser.TOP_CENTER,Phaser.TOP_RIGHT,Phaser.LEFT_TOP,Phaser.LEFT_CENTER,Phaser.LEFT_BOTTOM,Phaser.RIGHT_TOP,Phaser.RIGHT_CENTER,Phaser.RIGHT_BOTTOM,Phaser.BOTTOM_LEFT,Phaser.BOTTOM_CENTERorPhaser.BOTTOM_RIGHT.offsetXinteger <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetYinteger <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
- Inherited From:
- Source:
- src/gameobjects/components/Bounds.js line 321
Returns:
This Game Object.
- Type
- Object
-
bringToTop()
-
Brings this Game Object to the top of its parents display list. Visually this means it will render over the top of any old child in the same Group.
If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, because the World is the root Group from which all Game Objects descend.
- Inherited From:
- Source:
- src/gameobjects/components/BringToTop.js line 24
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
clearColors()
-
Clears any text fill or stroke colors that were set by
addColororaddStrokeColor.- Source:
- src/gameobjects/Text.js line 821
Returns:
This Text instance.
- Type
- Phaser.Text
-
clearFontValues()
-
Clears any text styles or weights font that were set by
addFontStyleoraddFontWeight.- Source:
- src/gameobjects/Text.js line 837
Returns:
This Text instance.
- Type
- Phaser.Text
-
contains(child)
-
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Parameters:
Name Type Description childDisplayObject - Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 449
Returns:
- Type
- boolean
-
crop(rect [, copy])
-
Crop allows you to crop the texture being used to display this Game Object. Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.
Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method, or by modifying
cropRectproperty directly and then callingupdateCrop.The rectangle object given to this method can be either a
Phaser.Rectangleor any other object so long as it has publicx,y,width,height,rightandbottomproperties.A reference to the rectangle is stored in
cropRectunless thecopyparameter istrue, in which case the values are duplicated to a local object.Parameters:
Name Type Argument Default Description rectPhaser.Rectangle The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
copyboolean <optional>
false If false
cropRectwill be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.- Inherited From:
- Source:
- src/gameobjects/components/Crop.js line 49
-
damage(amount)
-
Damages the Game Object. This removes the given amount of health from the
healthproperty.If health is taken below or is equal to zero then the
killmethod is called.Parameters:
Name Type Description amountnumber The amount to subtract from the current
healthvalue.- Inherited From:
- Source:
- src/gameobjects/components/Health.js line 46
Returns:
This instance.
- Type
- Phaser.Sprite
-
destroy( [destroyChildren])
-
Destroy this Text object, removing it from the group it belongs to.
Parameters:
Name Type Argument Default Description destroyChildrenboolean <optional>
true Should every child of this object have its destroy method called?
- Overrides:
- Source:
- src/gameobjects/Text.js line 237
-
generateTexture( [resolution] [, scaleMode], renderer)
-
Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites. This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.
Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures, and references to them, so they don't linger in memory.
Parameters:
Name Type Argument Default Description resolutionnumber <optional>
1 The resolution of the texture being generated.
scaleModenumber <optional>
PIXI.scaleModes.DEFAULT See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values.
rendererPIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 441
Returns:
- A RenderTexture containing an image of this DisplayObject at the time it was invoked.
- Type
- Phaser.RenderTexture
-
getBounds(matrix)
-
Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
Parameters:
Name Type Description matrixPhaser.Matrix The transformation matrix of the Text.
- Overrides:
- Source:
- src/gameobjects/Text.js line 1655
Returns:
The framing rectangle
- Type
- Phaser.Rectangle
-
getChildAt(index)
-
Returns the child at the specified index
Parameters:
Name Type Description indexNumber The index to get the child from
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 153
Returns:
The child at the given index, if any.
- Type
- DisplayObject
-
getChildIndex(child)
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description childDisplayObject The DisplayObject instance to identify
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 112
Returns:
The index position of the child display object to identify
- Type
- Number
-
getLocalBounds()
-
Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.
- Inherited From:
- Source:
- src/pixi/display/Sprite.js line 324
Returns:
The rectangular bounding area
- Type
- Rectangle
-
heal(amount)
-
Heal the Game Object. This adds the given amount of health to the
healthproperty.Parameters:
Name Type Description amountnumber The amount to add to the current
healthvalue. The total will never exceedmaxHealth.- Inherited From:
- Source:
- src/gameobjects/components/Health.js line 90
Returns:
This instance.
- Type
- Phaser.Sprite
-
kill()
-
Kills a Game Object. A killed Game Object has its
alive,existsandvisibleproperties all set to false.It will dispatch the
onKilledevent. You can listen toevents.onKilledfor the signal.Note that killing a Game Object is a way for you to quickly recycle it in an object pool, it doesn't destroy the object or free it up from memory.
If you don't need this Game Object any more you should call
destroyinstead.- Inherited From:
- Source:
- src/gameobjects/components/LifeSpan.js line 113
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
loadTexture(key [, frame] [, stopAnimation])
-
Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.
If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the
frameorframeNameproperties instead.You should only use
loadTextureif you want to replace the base texture entirely.Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.
You can use the new const
Phaser.PENDING_ATLASas the texture key for any sprite. Doing this then sets the key to be theframeargument (the frame is set to zero).This allows you to create sprites using
load.imageduring development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.Note: You cannot use a RenderTexture as a texture for a TileSprite.
Parameters:
Name Type Argument Default Description keystring | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
framestring | number <optional>
If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
stopAnimationboolean <optional>
true If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 51
-
moveDown()
-
Moves this Game Object down one place in its parents display list. This call has no effect if the Game Object is already at the bottom of the display list.
If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World, because the World is the root Group from which all Game Objects descend.
- Inherited From:
- Source:
- src/gameobjects/components/BringToTop.js line 87
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
moveUp()
-
Moves this Game Object up one place in its parents display list. This call has no effect if the Game Object is already at the top of the display list.
If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World, because the World is the root Group from which all Game Objects descend.
- Inherited From:
- Source:
- src/gameobjects/components/BringToTop.js line 66
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
overlap(displayObject)
-
Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a
getBoundsmethod and result.This check ignores the
hitAreaproperty if set and runs agetBoundscomparison on both objects to determine the result.Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency. It should be fine for low-volume testing where physics isn't required.
Parameters:
Name Type Description displayObjectPhaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject The display object to check against.
- Inherited From:
- Source:
- src/gameobjects/components/Overlap.js line 29
Returns:
True if the bounds of this Game Object intersects at any point with the bounds of the given display object.
- Type
- boolean
-
parseList(list)
-
Converts the given array into a tab delimited string and then updates this Text object. This is mostly used when you want to display external data using tab stops.
The array can be either single or multi dimensional depending on the result you need:
[ 'a', 'b', 'c' ]would convert in to"a\tb\tc".Where as:
[ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ]would convert in to:
"a\tb\tc\nd\te\tf"Parameters:
Name Type Description listarray The array of data to convert into a string.
Returns:
This Text instance.
- Type
- Phaser.Text
-
play(name [, frameRate] [, loop] [, killOnComplete])
-
Plays an Animation.
The animation should have previously been created via
animations.add.If the animation is already playing calling this again won't do anything. If you need to reset an already running animation do so directly on the Animation object itself or via
AnimationManager.stop.Parameters:
Name Type Argument Default Description namestring The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
frameRatenumber <optional>
null The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
loopboolean <optional>
false Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
killOnCompleteboolean <optional>
false If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
- Inherited From:
- Source:
- src/gameobjects/components/Animation.js line 31
Returns:
A reference to playing Animation.
- Type
- Phaser.Animation
-
<protected> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 385
-
precalculateWordWrap(text)
-
Runs the given text through the Text.runWordWrap function and returns the results as an array, where each element of the array corresponds to a wrapped line of text.
Useful if you wish to control pagination on long pieces of content.
Parameters:
Name Type Description textstring The text for which the wrapping will be calculated.
- Source:
- src/gameobjects/Text.js line 951
Returns:
An array of strings with the pieces of wrapped text.
- Type
- array
-
<protected> preUpdate()
-
Automatically called by World.preUpdate.
- Overrides:
- Source:
- src/gameobjects/Text.js line 210
-
<protected> preUpdateChildren()
-
Internal method called by preUpdate.
- Inherited From:
- Source:
- src/gameobjects/components/Core.js line 349
-
removeChild(child)
-
Removes a child from the container.
Parameters:
Name Type Description childDisplayObject The DisplayObject to remove
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 171
Returns:
The child that was removed.
- Type
- DisplayObject
-
removeChildAt(index)
-
Removes a child from the specified index position.
Parameters:
Name Type Description indexNumber The index to get the child from
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 191
Returns:
The child that was removed.
- Type
- DisplayObject
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndexNumber The beginning position. Default value is 0.
endIndexNumber The ending position. Default value is size of the container.
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 213
-
reset(x, y [, health])
-
Resets the Game Object.
This moves the Game Object to the given x/y world coordinates and sets
fresh,exists,visibleandrenderableto true.If this Game Object has the LifeSpan component it will also set
aliveto true andhealthto the given value.If this Game Object has a Physics Body it will reset the Body.
Parameters:
Name Type Argument Default Description xnumber The x coordinate (in world space) to position the Game Object at.
ynumber The y coordinate (in world space) to position the Game Object at.
healthnumber <optional>
1 The health to give the Game Object if it has the Health component.
- Inherited From:
- Source:
- src/gameobjects/components/Reset.js line 30
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
resetFrame()
-
Resets the texture frame dimensions that the Game Object uses for rendering.
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 237
-
resizeFrame(parent, width, height)
-
Resizes the Frame dimensions that the Game Object uses for rendering.
You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.
Parameters:
Name Type Description parentobject The parent texture object that caused the resize, i.e. a Phaser.Video object.
widthinteger The new width of the texture.
heightinteger The new height of the texture.
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 225
-
revive( [health])
-
Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
A resurrected Game Object has its
alive,existsandvisibleproperties all set to true.It will dispatch the
onRevivedevent. Listen toevents.onRevivedfor the signal.Parameters:
Name Type Argument Default Description healthnumber <optional>
100 The health to give the Game Object. Only set if the GameObject has the Health component.
- Inherited From:
- Source:
- src/gameobjects/components/LifeSpan.js line 78
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
sendToBack()
-
Sends this Game Object to the bottom of its parents display list. Visually this means it will render below all other children in the same Group.
If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, because the World is the root Group from which all Game Objects descend.
- Inherited From:
- Source:
- src/gameobjects/components/BringToTop.js line 45
Returns:
This instance.
- Type
- PIXI.DisplayObject
-
setCharacterLimit( [characterLimit] [, suffix])
-
Sets the character limit of the text, with a suffix. If the text is longer than this limit, it is truncated and the suffix is appended.
Parameters:
Name Type Argument Description characterLimitnumber <optional>
The x coordinate of the Text Bounds region.
suffixstring <optional>
The suffix to append to the truncated text.
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description childDisplayObject The child DisplayObject instance for which you want to change the index number
indexNumber The resulting index number for the child display object
- Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 132
-
setFrame(frame)
-
Sets the texture frame the Game Object uses for rendering.
This is primarily an internal method used by
loadTexture, but is exposed for the use of plugins and custom classes.Parameters:
Name Type Description framePhaser.Frame The Frame to be used by the texture.
- Inherited From:
- Source:
- src/gameobjects/components/LoadTexture.js line 155
-
setHealth(amount)
-
Sets the health property of the Game Object to the given amount. Will never exceed the
maxHealthvalue.Parameters:
Name Type Description amountnumber The amount to set the
healthvalue to. The total will never exceedmaxHealth.- Inherited From:
- Source:
- src/gameobjects/components/Health.js line 70
Returns:
This instance.
- Type
- Phaser.Sprite
-
setScaleMinMax(minX, minY, maxX, maxY)
-
Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.
For example if this Game Object has a
minScalevalue of 1 and its parent has ascalevalue of 0.5, the 0.5 will be ignored and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.By setting these values you can carefully control how Game Objects deal with responsive scaling.
If only one parameter is given then that value will be used for both scaleMin and scaleMax:
setScaleMinMax(1)= scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
setScaleMinMax(0.5, 2)= scaleMin.x and y = 0.5 and scaleMax.x and y = 2If you wish to set
scaleMinwith different values for x and y then either modify Game Object.scaleMin directly, or passnullfor themaxXandmaxYparameters.Call
setScaleMinMax(null)to clear all previously set values.Parameters:
Name Type Description minXnumber | null The minimum horizontal scale value this Game Object can scale down to.
minYnumber | null The minimum vertical scale value this Game Object can scale down to.
maxXnumber | null The maximum horizontal scale value this Game Object can scale up to.
maxYnumber | null The maximum vertical scale value this Game Object can scale up to.
- Inherited From:
- Source:
- src/gameobjects/components/ScaleMinMax.js line 110
-
setShadow( [x] [, y] [, color] [, blur] [, shadowStroke] [, shadowFill])
-
Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the
xandyparameters. The color controls the shade of the shadow (default is black) and can be either anrgbaorhexvalue. The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow. To remove a shadow already in place you can call this method with no parameters set.Parameters:
Name Type Argument Default Description xnumber <optional>
0 The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
ynumber <optional>
0 The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
colorstring <optional>
'rgba(0,0,0,1)' The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
blurnumber <optional>
0 The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
shadowStrokeboolean <optional>
true Apply the drop shadow to the Text stroke (if set).
shadowFillboolean <optional>
true Apply the drop shadow to the Text fill (if set).
- Source:
- src/gameobjects/Text.js line 251
Returns:
This Text instance.
- Type
- Phaser.Text
-
setStyle( [style] [, update])
-
Set the style of the text by passing a single style object to it.
Parameters:
Name Type Argument Default Description styleobject <optional>
The style properties to be set on the Text.
Properties
Name Type Argument Default Description fontstring <optional>
'bold 20pt Arial' The style and size of the font.
fontStylestring <optional>
(from font) The style of the font (eg. 'italic'): overrides the value in
style.font.fontVariantstring <optional>
(from font) The variant of the font (eg. 'small-caps'): overrides the value in
style.font.fontWeightstring <optional>
(from font) The weight of the font (eg. 'bold'): overrides the value in
style.font.fontSizestring | number <optional>
(from font) The size of the font (eg. 32 or '32px'): overrides the value in
style.font.backgroundColorstring <optional>
null A canvas fillstyle that will be used as the background for the whole Text object. Set to
nullto disable.fillstring <optional>
'black' A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
alignstring <optional>
'left' Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see
textBoundsandboundsAlignHfor that).boundsAlignHstring <optional>
'left' Horizontal alignment of the text within the
textBounds. Can be: 'left', 'center' or 'right'.boundsAlignVstring <optional>
'top' Vertical alignment of the text within the
textBounds. Can be: 'top', 'middle' or 'bottom'.strokestring <optional>
'black' A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
strokeThicknessnumber <optional>
0 A number that represents the thickness of the stroke. Default is 0 (no stroke).
wordWrapboolean <optional>
false Indicates if word wrap should be used.
wordWrapWidthnumber <optional>
100 The width in pixels at which text will wrap.
maxLinesnumber <optional>
0 The maximum number of lines to be shown for wrapped text.
tabsnumber | array <optional>
0 The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.
updateboolean <optional>
false Immediately update the Text object after setting the new style? Or wait for the next frame.
- Source:
- src/gameobjects/Text.js line 287
Returns:
This Text instance.
- Type
- Phaser.Text
-
setText( [text] [, immediate])
-
The text to be displayed by this Text object. Use a \n to insert a carriage return and split the text. The text will be rendered with any style currently set.
Use the optional
immediateargument if you need the Text display to update immediately.If not it will re-create the texture of this Text object during the next time the render loop is called.
Parameters:
Name Type Argument Default Description textstring <optional>
The text to be displayed. Set to an empty string to clear text that is already present.
immediateboolean <optional>
false Update the texture used by this Text object immediately (true) or automatically during the next render loop (false).
Returns:
This Text instance.
- Type
- Phaser.Text
-
setTextBounds( [x] [, y] [, width] [, height])
-
The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned, regardless of the number of lines in the text, the font size or any other attribute.
Alignment is controlled via the properties
boundsAlignHandboundsAlignVwithin the Text.style object, or can be directly set through the settersText.boundsAlignHandText.boundsAlignV. Bounds alignment is independent of text alignment.For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center of the text bounds.
This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions may vary based on font (say for multi-lingual games).
If
Text.wordWrapWidthis greater than the width of the text bounds it is clamped to match the bounds width.Call this method with no arguments given to reset an existing textBounds.
It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the
pivotproperty based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then you either cannot usesetTextBoundsor you must place the Text object inside another DisplayObject on which you set the pivot.Parameters:
Name Type Argument Description xnumber <optional>
The x coordinate of the Text Bounds region.
ynumber <optional>
The y coordinate of the Text Bounds region.
widthnumber <optional>
The width of the Text Bounds region.
heightnumber <optional>
The height of the Text Bounds region.
Returns:
This Text instance.
- Type
- Phaser.Text
-
setTexture(texture [, destroy])
-
Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous texture this Sprite was using.
Parameters:
Name Type Argument Default Description textureTexture The PIXI texture that is displayed by the sprite
destroyboolean <optional>
false Call Texture.destroy on the current texture before replacing it with the new one?
- Inherited From:
- Source:
- src/pixi/display/Sprite.js line 172
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description childDisplayObject child2DisplayObject - Inherited From:
- Source:
- src/pixi/display/DisplayObjectContainer.js line 85
-
toGlobal(position)
-
Calculates the global position of this DisplayObject, based on the position given.
Parameters:
Name Type Description positionPIXI.Point The global position to calculate from.
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 483
Returns:
- A point object representing the position of this DisplayObject based on the global position given.
- Type
- PIXI.Point
-
toLocal(position [, from])
-
Calculates the local position of this DisplayObject, relative to another point.
Parameters:
Name Type Argument Description positionPIXI.Point The world origin to calculate from.
fromPIXI.DisplayObject <optional>
An optional DisplayObject to calculate the global position from.
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 498
Returns:
- A point object representing the position of this DisplayObject based on the global position given.
- Type
- PIXI.Point
-
<protected> update()
-
Override this function to handle any special update requirements.
- Overrides:
- Source:
- src/gameobjects/Text.js line 227
-
updateCache()
-
If this DisplayObject has a cached Sprite, this method generates and updates it.
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 469
Returns:
- A reference to this DisplayObject.
- Type
- PIXI.DisplayObject
-
updateCrop()
-
If you have set a crop rectangle on this Game Object via
cropand since modified thecropRectproperty, or the rectangle it references, then you need to update the crop frame by calling this method.- Inherited From:
- Source:
- src/gameobjects/components/Crop.js line 86
-
updateShadow(state)
-
Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled. This is called automatically by Text.updateText.
Parameters:
Name Type Description stateboolean If true the shadow will be set to the Style values, otherwise it will be set to zero.
- Source:
- src/gameobjects/Text.js line 676
-
updateTransform( [parent])
-
Updates the transform matrix this DisplayObject uses for rendering.
If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.
The
parentparameter has priority over the actual parent. Use it as a parent override. Setting it does not change the actual parent of this DisplayObject.Calling this method updates the
worldTransform,worldAlpha,worldPosition,worldScaleandworldRotationproperties.If a
transformCallbackhas been specified, it is called at the end of this method, and is passed the new, updated, worldTransform property, along with the parent transform used.Parameters:
Name Type Argument Description parentPIXI.DisplayObjectContainer <optional>
Optional parent to calculate this DisplayObjects transform from.
- Inherited From:
- Source:
- src/pixi/display/DisplayObject.js line 289
Returns:
- A reference to this DisplayObject.
- Type
- PIXI.DisplayObject