Members

<constant> ANGLE_DOWN :integer

The Angle (in degrees) a Game Object needs to be set to in order to face down.

Source - Phaser.js, line 346

<constant> ANGLE_LEFT :integer

The Angle (in degrees) a Game Object needs to be set to in order to face left.

Source - Phaser.js, line 353

<constant> ANGLE_NORTH_EAST :integer

The Angle (in degrees) a Game Object needs to be set to in order to face north east.

Source - Phaser.js, line 367

<constant> ANGLE_NORTH_WEST :integer

The Angle (in degrees) a Game Object needs to be set to in order to face north west.

Source - Phaser.js, line 374

<constant> ANGLE_RIGHT :integer

The Angle (in degrees) a Game Object needs to be set to in order to face right.

Source - Phaser.js, line 360

<constant> ANGLE_SOUTH_EAST :integer

The Angle (in degrees) a Game Object needs to be set to in order to face south east.

Source - Phaser.js, line 381

<constant> ANGLE_SOUTH_WEST :integer

The Angle (in degrees) a Game Object needs to be set to in order to face south west.

Source - Phaser.js, line 388

<constant> ANGLE_UP :integer

The Angle (in degrees) a Game Object needs to be set to in order to face up.

Source - Phaser.js, line 339

<constant> AUTO :integer

AUTO renderer - picks between WebGL or Canvas based on device.

Source - Phaser.js, line 31

<constant> BITMAPDATA :integer

Game Object type.

Source - Phaser.js, line 192

<constant> BITMAPTEXT :integer

Game Object type.

Source - Phaser.js, line 143

<constant> blendModes

Various blend modes supported by Pixi.

IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.

Properties:
Name Type Description
blendModes.NORMAL Number
blendModes.ADD Number
blendModes.MULTIPLY Number
blendModes.SCREEN Number
blendModes.OVERLAY Number
blendModes.DARKEN Number
blendModes.LIGHTEN Number
blendModes.COLOR_DODGE Number
blendModes.COLOR_BURN Number
blendModes.HARD_LIGHT Number
blendModes.SOFT_LIGHT Number
blendModes.DIFFERENCE Number
blendModes.EXCLUSION Number
blendModes.HUE Number
blendModes.SATURATION Number
blendModes.COLOR Number
blendModes.LUMINOSITY Number
Source - Phaser.js, line 506

<constant> BOTTOM_CENTER :integer

A constant representing a bottom-center alignment or position.

Source - Phaser.js, line 472

<constant> BOTTOM_LEFT :integer

A constant representing a bottom-left alignment or position.

Source - Phaser.js, line 465

<constant> BOTTOM_RIGHT :integer

A constant representing a bottom-right alignment or position.

Source - Phaser.js, line 479

<constant> BUTTON :integer

Game Object type.

Source - Phaser.js, line 108

<constant> CANVAS :integer

Canvas Renderer.

Source - Phaser.js, line 38

<constant> CANVAS_FILTER :integer

Game Object type.

Source - Phaser.js, line 199

<constant> CENTER :integer

A constant representing a center alignment or position.

Source - Phaser.js, line 437

<constant> CIRCLE :integer

Game Object type.

Source - Phaser.js, line 248

<constant> CREATURE :integer

Game Object type.

Source - Phaser.js, line 290

<constant> DOWN :integer

Direction constant.

Source - Phaser.js, line 94

<constant> ELLIPSE :integer

Game Object type.

Source - Phaser.js, line 213

<constant> EMITTER :integer

Game Object type.

Source - Phaser.js, line 178

<constant> GAMES :array

An array of Phaser game instances.

Source - Phaser.js, line 24

<constant> GRAPHICS :integer

Game Object type.

Source - Phaser.js, line 122

<constant> GROUP :integer

Game Object type.

Source - Phaser.js, line 150

<constant> HEADLESS :integer

Headless renderer (not visual output)

Source - Phaser.js, line 52

<constant> HORIZONTAL :integer

A horizontal orientation

Source - Phaser.js, line 311

<constant> IMAGE :integer

Game Object type.

Source - Phaser.js, line 115

<constant> LANDSCAPE :integer

A landscape orientation

Source - Phaser.js, line 325

<constant> LEFT :integer

Direction constant.

Source - Phaser.js, line 73

<constant> LEFT_BOTTOM :integer

A constant representing a left-bottom alignment or position.

Source - Phaser.js, line 430

<constant> LEFT_CENTER :integer

A constant representing a left-center alignment or position.

Source - Phaser.js, line 423

<constant> LEFT_TOP :integer

A constant representing a left-top alignment or position.

Source - Phaser.js, line 416

<constant> LINE :integer

Game Object type.

Source - Phaser.js, line 262

<constant> MATRIX :integer

Game Object type.

Source - Phaser.js, line 269

<constant> NONE :integer

Direction constant.

Source - Phaser.js, line 66

<constant> PENDING_ATLAS :integer

Game Object type.

Source - Phaser.js, line 304

<constant> POINT :integer

Game Object type.

Source - Phaser.js, line 276

<constant> POINTER :integer

Game Object type.

Source - Phaser.js, line 234

<constant> POLYGON :integer

Game Object type.

Source - Phaser.js, line 185

<constant> PORTRAIT :integer

A portrait orientation

Source - Phaser.js, line 332

<constant> RECTANGLE :integer

Game Object type.

Source - Phaser.js, line 255

<constant> RENDERTEXTURE :integer

Game Object type.

Source - Phaser.js, line 157

<constant> RETROFONT :integer

Game Object type.

Source - Phaser.js, line 227

Direction constant.

Source - Phaser.js, line 80

<constant> RIGHT_BOTTOM :integer

A constant representing a right-bottom alignment or position.

Source - Phaser.js, line 458

<constant> RIGHT_CENTER :integer

A constant representing a right-center alignment or position.

Source - Phaser.js, line 451

<constant> RIGHT_TOP :integer

A constant representing a right-top alignment or position.

Source - Phaser.js, line 444

<constant> ROPE :integer

Game Object type.

Source - Phaser.js, line 241

<constant> ROUNDEDRECTANGLE :integer

Game Object type.

Source - Phaser.js, line 283

<constant> scaleModes

The scale modes that are supported by Pixi.

The DEFAULT scale mode affects the default scaling mode of future operations.
It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.

Properties:
Name Type Default Description
Phaser.scaleModes Object
scaleModes.DEFAULT Number LINEAR
scaleModes.LINEAR Number

Smooth scaling

scaleModes.NEAREST Number

Pixelating scaling

Source - Phaser.js, line 539

<constant> SPRITE :integer

Game Object type.

Source - Phaser.js, line 101

<constant> SPRITEBATCH :integer

Game Object type.

Source - Phaser.js, line 220

<constant> TEXT :integer

Game Object type.

Source - Phaser.js, line 129

<constant> TILEMAP :integer

Game Object type.

Source - Phaser.js, line 164

<constant> TILEMAPLAYER :integer

Game Object type.

Source - Phaser.js, line 171

<constant> TILESPRITE :integer

Game Object type.

Source - Phaser.js, line 136

<constant> TOP_CENTER :integer

A constant representing a top-center alignment or position.

Source - Phaser.js, line 402

<constant> TOP_LEFT :integer

A constant representing a top-left alignment or position.

Source - Phaser.js, line 395

<constant> TOP_RIGHT :integer

A constant representing a top-right alignment or position.

Source - Phaser.js, line 409

<constant> UP :integer

Direction constant.

Source - Phaser.js, line 87

<constant> VERSION :string

The Phaser version number.

Source - Phaser.js, line 17

<constant> VERTICAL :integer

A vertical orientation

Source - Phaser.js, line 318

<constant> VIDEO :integer

Game Object type.

Source - Phaser.js, line 297

<constant> WEBGL :integer

WebGL Renderer.

Source - Phaser.js, line 45

<constant> WEBGL_FILTER :integer

Game Object type.

Source - Phaser.js, line 206

<constant> WEBGL_MULTI :integer

WebGL Renderer with MultiTexture support enabled.

Source - Phaser.js, line 59

Methods

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {Graphics}

The arc method creates an arc/curve (used to create circles, or parts of circles).

Parameters:
Name Type Description
cx Number

The x-coordinate of the center of the circle

cy Number

The y-coordinate of the center of the circle

radius Number

The radius of the circle

startAngle Number

The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)

endAngle Number

The ending angle, in radians

anticlockwise Boolean

Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.

segments Number

Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 650

beginFill(color, alpha) → {Graphics}

Specifies a simple one-color fill that subsequent calls to other Graphics methods
(such as lineTo() or drawCircle()) use when drawing.

Parameters:
Name Type Description
color Number

the color of the fill

alpha Number

the alpha of the fill

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 737

bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {Graphics}

Calculate the points for a bezier curve and then draws it.

Parameters:
Name Type Description
cpX Number

Control point x

cpY Number

Control point y

cpX2 Number

Second Control point x

cpY2 Number

Second Control point y

toX Number

Destination point x

toY Number

Destination point y

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 519

clear() → {Graphics}

Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 886

destroyCachedSprite()

Destroys a previous cached sprite.

Source - gameobjects/Graphics.js, line 1462

displayList(displayObject)

Call this function from the Dev Tools console.

It will scan the display list and output all of the Objects it finds, and their renderOrderIDs.

Note Requires a browser that supports console.group and console.groupEnd (such as Chrome)

Parameters:
Name Type Argument Description
displayObject Object <optional>

The displayObject level display object to start from. Defaults to the World.

Source - utils/Debug.js, line 844

drawCircle(x, y, diameter) → {Graphics}

Draws a circle.

Parameters:
Name Type Description
x Number

The X coordinate of the center of the circle

y Number

The Y coordinate of the center of the circle

diameter Number

The diameter of the circle

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 815

drawEllipse(x, y, width, height) → {Graphics}

Draws an ellipse.

Parameters:
Name Type Description
x Number

The X coordinate of the center of the ellipse

y Number

The Y coordinate of the center of the ellipse

width Number

The half width of the ellipse

height Number

The half height of the ellipse

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 832

drawPolygon(path) → {Graphics}

Draws a polygon using the given path.

Parameters:
Name Type Description
path Array | Phaser.Polygon

The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 850

drawRect(x, y, width, height) → {Graphics}

Parameters:
Name Type Description
x Number

The X coord of the top-left of the rectangle

y Number

The Y coord of the top-left of the rectangle

width Number

The width of the rectangle

height Number

The height of the rectangle

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 782

drawRoundedRect(x, y, width, height, radius)

Parameters:
Name Type Description
x Number

The X coord of the top-left of the rectangle

y Number

The Y coord of the top-left of the rectangle

width Number

The width of the rectangle

height Number

The height of the rectangle

radius Number

Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.

Source - gameobjects/Graphics.js, line 799

drawShape(shape) → {GraphicsData}

Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.

Parameters:
Name Type Description
shape Circle | Rectangle | Ellipse | Line | Polygon

The Shape object to draw.

Returns:
GraphicsData -

The generated GraphicsData object.

Source - gameobjects/Graphics.js, line 1474

emit(eventName) → {Boolean}

Emit an event to all registered event listeners.

Parameters:
Name Type Description
eventName String

The name of the event.

Returns:
Boolean -

Indication if we've emitted an event.

Source - plugins/path/EventTarget.js, line 54

endFill() → {Graphics}

Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 766

generateTexture(resolution, scaleMode, padding) → {Texture}

Useful function that returns a texture of the graphics object that can then be used to create sprites
This can be quite useful if your geometry is complicated and needs to be reused multiple times.

Parameters:
Name Type Argument Default Description
resolution Number <optional>
1

The resolution of the texture being generated

scaleMode Number <optional>
0

Should be one of the PIXI.scaleMode consts

padding Number <optional>
0

Add optional extra padding to the generated texture (default 0)

Returns:
Texture -

a texture of the graphics object

Source - gameobjects/Graphics.js, line 908

getBounds() → {Rectangle}

Retrieves the bounds of the graphic shape as a rectangle object

Returns:
Rectangle -

the rectangular bounding area

Source - gameobjects/Graphics.js, line 1126

getLocalBounds() → {Rectangle}

Retrieves the non-global local bounds of the graphic shape as a rectangle. The calculation takes all visible children into consideration.

Returns:
Rectangle -

The rectangular bounding area

Source - gameobjects/Graphics.js, line 1216

lineStyle(lineWidth, color, alpha) → {Graphics}

Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.

Parameters:
Name Type Description
lineWidth Number

width of the line to draw, will update the objects stored style

color Number

color of the line to draw, will update the objects stored style

alpha Number

alpha of the line to draw, will update the objects stored style

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 388

lineTo(x, y) → {Graphics}

Draws a line using the current line style from the current drawing position to (x, y);
The current drawing position is then set to (x, y).

Parameters:
Name Type Description
x Number

the X coordinate to draw to

y Number

the Y coordinate to draw to

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 439

listeners(eventName) → {Array}

Return a list of assigned event listeners.

Parameters:
Name Type Description
eventName String

The events that should be listed.

Returns:
Array -

An array of listener functions

Source - plugins/path/EventTarget.js, line 41

mixin(object)

Mixes in the properties of the EventTarget prototype onto another object

Parameters:
Name Type Description
object Object

The obj to mix into

Source - plugins/path/EventTarget.js, line 34

moveTo(x, y) → {Graphics}

Moves the current drawing position to x, y.

Parameters:
Name Type Description
x Number

the X coordinate to move to

y Number

the Y coordinate to move to

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 423

off(eventName, callback)

Remove event listeners.

Parameters:
Name Type Description
eventName String

The event we want to remove.

callback function

The listener that we need to find.

Source - plugins/path/EventTarget.js, line 143

on(eventName, callback)

Register a new EventListener for the given event.

Parameters:
Name Type Description
eventName String

Name of the event.

callback Functon

fn Callback function.

Source - plugins/path/EventTarget.js, line 107

once(eventName, callback)

Add an EventListener that's only called once.

Parameters:
Name Type Description
eventName String

Name of the event.

callback function

Callback function.

Source - plugins/path/EventTarget.js, line 124

Phaser.Path#numPoints return {number} The total number of PathPoints in this Path.()

The total number of PathPoints in this Path.

Source - plugins/path/Path.js, line 536

quadraticCurveTo(cpX, cpY, toX, toY) → {Graphics}

Calculate the points for a quadratic bezier curve and then draws it.
Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c

Parameters:
Name Type Description
cpX Number

Control point x

cpY Number

Control point y

toX Number

Destination point x

toY Number

Destination point y

Returns:
Graphics -
Source - gameobjects/Graphics.js, line 463

removeAllListeners(eventName)

Remove all listeners or only the listeners for the specified event.

Parameters:
Name Type Description
eventName String

The event you want to remove all listeners for.

Source - plugins/path/EventTarget.js, line 173

set()

Applies a Gaussian blur to the DOM element. The value of 'radius' defines the value of the standard deviation to the Gaussian function,
or how many pixels on the screen blend into each other, so a larger value will create more blur.
If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 50

set()

Applies a linear multiplier to input image, making it appear more or less bright.
A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 96

set()

Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 111

set()

Applies a hue rotation on the input image. The value of 'angle' defines the number of degrees around the color circle
the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the 'angle' parameter is missing,
a value of 0deg is used. Maximum value is 360deg.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 127

set()

Converts the input image to sepia. The value of 'amount' defines the proportion of the conversion.
A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 80

set()

Applies transparency to the samples in the input image. The value of 'amount' defines the proportion of the conversion.
A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
If the 'amount' parameter is missing, a value of 100% is used.
This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 161

set()

Converts the input image to grayscale. The value of 'amount' defines the proportion of the conversion.
A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 65

set()

Saturates the input image. The value of 'amount' defines the proportion of the conversion.
A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 178

set()

Inverts the samples in the input image. The value of 'amount' defines the proportion of the conversion.
A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.

Source - out/plugins/CSS3Filters/CSS3Filters.js, line 143

stopImmediatePropagation()

Stops the propagation of events to sibling listeners (no longer calls any listeners).

Source - plugins/path/EventTarget.js, line 277

stopPropagation()

Stops the propagation of events up the scene graph (prevents bubbling).

Source - plugins/path/EventTarget.js, line 268

updateLocalBounds()

Update the bounds of the object

Source - gameobjects/Graphics.js, line 1283

Type Definitions

DisplayObject

A display object is any object that can be rendered in the Phaser/pixi.js scene graph.

This includes Phaser.Group (groups are display objects!),
Phaser.Sprite, Phaser.Button, Phaser.Text
as well as PIXI.DisplayObject and all derived types.

Source - core/Group.js, line 2970
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.3 on Thu Apr 13 2017 12:05:07 GMT-0700 (PDT) using the DocStrap template.