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Props
Name | Type | Default | Description |
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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 | |
allowRotation | boolean |
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alpha | number Corners |
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angle | number | The angle of this Game Object as expressed in degrees. Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up. If you prefer to work in radians, see the | |
blendMode | string BlendModes | Sets the Blend Mode being used by this Game Object. This can be a const, such as Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support. You can also create your own custom Blend Modes in WebGL. Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used. | |
crop | { x?: number; y?: number; height?: number; width?: number; } |
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defaultPipeline | WebGLPipeline | The initial WebGL pipeline of this Game Object. If you call | |
depth | number | The depth of this Game Object within the Scene. The depth is also known as the ‘z-index’ in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list. The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value. Setting the depth will queue a depth sort event within the Scene. | |
displayHeight | number | The displayed height of this Game Object. This value takes into account the scale factor. Setting this value will adjust the Game Object’s scale property. | |
displayOrigin | XY |
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displayWidth | number | The displayed width of this Game Object. This value takes into account the scale factor. Setting this value will adjust the Game Object’s scale property. | |
flipX | boolean | The horizontally flipped state of the Game Object. A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. | |
flipY | boolean | The vertically flipped state of the Game Object. A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. | |
height | number | The native (un-scaled) height of this Game Object. Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object ( | |
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 | |
mask | BitmapMask GeometryMask | The Mask this Game Object is using during render. | |
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 | |
origin | XY |
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pipeline | WebGLPipeline | The current WebGL pipeline of this Game Object. | |
ref | RefFunction Text |
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rotation | number | The angle of this Game Object in radians. Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up. If you prefer to work in degrees, see the | |
scale | XY |
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scrollFactor | XY |
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style | TextStyle |
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text | string string[] |
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tint | Corners & { value?: number; fill?: boolean; } |
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visible | boolean | The visible state of the Game Object. An invisible Game Object will skip rendering, but will still process update logic. | |
w | number | The w position of this Game Object. | |
width | number | The native (un-scaled) width of this Game Object. Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object ( | |
x | number | The x position of this Game Object. | |
y | number | The y position of this Game Object. | |
z | number | The z position of this Game Object. Note: The z position does not control the rendering order of 2D Game Objects. Use {@link Phaser.GameObjects.Components.Depth#depth} instead. |