GameObject
The base GameObject component. It can be used to create a component for your own Phaser game object.
Child components are able to use useGameObject()
to get the instance.
Props
Name | Type | Default | Description |
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create* | (scene: Scene) => Instance | Called when it’s time to instantiate the game object. You can return any Phaser GameObject instance. | |
active | boolean | Assigns the active property to the instance. Setting this to false will prevent onUpdate etc. props from running. See: https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.GameObject.html#active__anchor | |
applyProps | Partial<{ [PropKey in keyof Partial | When extra props are passed on to GameObject, they are assigned to the instance and updated
with an effect. i.e, a prop of This does not have to provide a method for each prop provided. If a key does not exist for the prop, it will fallback to assigning the prop to the instance. Example:
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destroy | (instance: Instance, scene: Scene) => void | Called when the component unmounts and the instance needs to be destroyed. By default, it calls the GameObject’s destroy method | |
interactive | boolean InputConfiguration | Enables input events on the GameObject. Phaser will use the texture to determine the hit area. If this GameObject does not have a texture then you will need to manually set the hit area by passing in an object | |
name | string | Assigns a name to the instance. This can helpful when you need to find other instances by name. See: https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.GameObject.html#name__anchor | |
onCreate | (self: Instance) => void | Called after object is created and added to the scene | |
onDrag | (self: Instance, pointer: Pointer, dragX: number, dragY: number) => void |
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onDragEnd | (self: Instance, pointer: Pointer, dragX: number, dragY: number) => void |
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onDragEnter | (self: Instance, pointer: Pointer, target: GameObject) => void |
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onDragLeave | (self: Instance, pointer: Pointer, target: GameObject) => void |
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onDragOver | (self: Instance, pointer: Pointer, target: GameObject) => void |
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onDragStart | (self: Instance, pointer: Pointer, dragX: number, dragY: number) => void |
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onDrop | (self: Instance, pointer: Pointer, target: GameObject) => void |
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onPointerDown | (self: Instance, pointer: Pointer, localX: number, localY: number, event: EventData) => void |
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onPointerMove | (self: Instance, pointer: Pointer, localX: number, localY: number, event: EventData) => void |
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onPointerOut | (self: Instance, pointer: Pointer, event: EventData) => void |
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onPointerOver | (self: Instance, pointer: Pointer, localX: number, localY: number, event: EventData) => void |
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onPointerUp | (self: Instance, pointer: Pointer, localX: number, localY: number, event: EventData) => void |
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onPointerWheel | (self: Instance, pointer: Pointer, deltaX: number, deltaY: number, deltaZ: number, event: EventData) => void |
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onPostUpdate | (self: Instance, time: number, delta: number) => void | Called during the scene’s postupdate loop | |
onPreUpdate | (self: Instance, time: number, delta: number) => void | Called during the scene’s preupdate loop | |
onUpdate | (self: Instance, time: number, delta: number) => void | Called during the scene’s update loop | |
ref | RefFunction GameObject |
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