# members

longname: Phaser.Loader.MultiFile-path
since: 3.20.0
name: path
memberof: Phaser.Loader.MultiFile
type: string
scope: instance
metafilename: MultiFile.js
metapath: loader
description:
A reference to the Loaders path at the time this MultiFile was created.
Used to populate child-files.


longname: Phaser.Loader.MultiFile-prefix
since: 3.20.0
name: prefix
memberof: Phaser.Loader.MultiFile
type: string
scope: instance
metafilename: MultiFile.js
metapath: loader
description:
A reference to the Loaders prefix at the time this MultiFile was created.
Used to populate child-files.


longname: Phaser.Math.MIN_SAFE_INTEGER
since: 3.21.0
name: MIN_SAFE_INTEGER
memberof: Phaser.Math
type: number
scope: static
metafilename: const.js
metapath: math
description:
The minimum safe integer this browser supports.
We use a const for backward compatibility with Internet Explorer.


longname: Phaser.Math.MAX_SAFE_INTEGER
since: 3.21.0
name: MAX_SAFE_INTEGER
memberof: Phaser.Math
type: number
scope: static
metafilename: const.js
metapath: math
description:
The maximum safe integer this browser supports.
We use a const for backward compatibility with Internet Explorer.


longname: Phaser.Math.Quaternion-onChangeCallback
since: 3.50.0
name: onChangeCallback
memberof: Phaser.Math.Quaternion
type: function
scope: instance
metafilename: Quaternion.js
metapath: math
description:
This callback is invoked, if set, each time a value in this quaternion is changed.
The callback is passed one argument, a reference to this quaternion.


longname: Phaser.Physics.Arcade.ArcadePhysics-config
since: 3.0.0
name: config
memberof: Phaser.Physics.Arcade.ArcadePhysics
type: Phaser.Types.Physics.Arcade.ArcadeWorldConfig
scope: instance
metafilename: ArcadePhysics.js
metapath: physics/arcade
description:
A configuration object. Union of the `physics.arcade.*` properties of the GameConfig and SceneConfig objects.


longname: Phaser.Physics.Arcade.Body-radius
since: 3.0.0
name: radius
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 0
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
If this Body is circular, this is the unscaled radius of the Body, as set by setCircle(), in source pixels.
The true radius is equal to `halfWidth`.


longname: Phaser.Physics.Arcade.Body-rotation
since: 3.0.0
name: rotation
memberof: Phaser.Physics.Arcade.Body
type: number
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
This body's rotation, in degrees, based on its angular acceleration and angular velocity.
The Body's rotation controls the `angle` of its Game Object.
It doesn't rotate the Body's own geometry, which is always an axis-aligned rectangle or a circle.


longname: Phaser.Physics.Arcade.Body-width
since: 3.0.0
name: width
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 64
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The width of the Body, in pixels.
If the Body is circular, this is also the diameter.
If you wish to change the width use the `Body.setSize` method.


longname: Phaser.Physics.Arcade.Body-height
since: 3.0.0
name: height
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 64
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The height of the Body, in pixels.
If the Body is circular, this is also the diameter.
If you wish to change the height use the `Body.setSize` method.


longname: Phaser.Physics.Arcade.Body-sourceWidth
since: 3.0.0
name: sourceWidth
memberof: Phaser.Physics.Arcade.Body
type: number
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The unscaled width of the Body, in source pixels, as set by setSize().
The default is the width of the Body's Game Object's texture frame.


longname: Phaser.Physics.Arcade.Body-sourceHeight
since: 3.0.0
name: sourceHeight
memberof: Phaser.Physics.Arcade.Body
type: number
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The unscaled height of the Body, in source pixels, as set by setSize().
The default is the height of the Body's Game Object's texture frame.


longname: Phaser.Physics.Arcade.Body-center
since: 3.0.0
name: center
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The center of the Body.
The midpoint of its `position` (top-left corner) and its bottom-right corner.


longname: Phaser.Physics.Arcade.Body-newVelocity
since: 3.0.0
name: newVelocity
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The Body's change in position (due to velocity) at the last step, in pixels.

The size of this value depends on the simulation's step rate.


longname: Phaser.Physics.Arcade.Body-drag
since: 3.0.0
name: drag
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared.

When `useDamping` is true, this is a damping multiplier between 0 and 1.
A value of 0 means the Body stops instantly.
A value of 0.01 mean the Body keeps 1% of its velocity per second, losing 99%.
A value of 0.1 means the Body keeps 10% of its velocity per second, losing 90%.
A value of 1 means the Body loses no velocity.
You can use very small values (e.g., 0.001) to stop the Body quickly.

The x and y components are applied separately.

Drag is applied only when `acceleration` is zero.


longname: Phaser.Physics.Arcade.Body-gravity
since: 3.0.0
name: gravity
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Acceleration due to gravity (specific to this Body), in pixels per second squared.
Total gravity is the sum of this vector and the simulation's `gravity`.


longname: Phaser.Physics.Arcade.Body-worldBounce
since: 3.0.0
name: worldBounce
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
defaultValue: null
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Rebound following a collision with the world boundary, relative to 1.
If null, `bounce` is used instead.


longname: Phaser.Physics.Arcade.Body-customBoundsRectangle
since: 3.20
name: customBoundsRectangle
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Geom.Rectangle
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The rectangle used for world boundary collisions.

By default it is set to the world boundary rectangle. Or, if this Body was
created by a Physics Group, then whatever rectangle that Group defined.

You can also change it by using the `Body.setBoundsRectangle` method.


longname: Phaser.Physics.Arcade.Body-onWorldBounds
since: 3.0.0
name: onWorldBounds
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: false
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary (and `collideWorldBounds` is also true).


longname: Phaser.Physics.Arcade.Body-maxVelocity
since: 3.0.0
name: maxVelocity
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The Body's absolute maximum velocity, in pixels per second.
The horizontal and vertical components are applied separately.


longname: Phaser.Physics.Arcade.Body-maxSpeed
since: 3.16.0
name: maxSpeed
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: -1
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The maximum speed this Body is allowed to reach, in pixels per second.

If not negative it limits the scalar value of speed.

Any negative value means no maximum is being applied (the default).


longname: Phaser.Physics.Arcade.Body-friction
since: 3.0.0
name: friction
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Math.Vector2
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
If this Body is `immovable` and in motion, `friction` is the proportion of this Body's motion received by the riding Body on each axis, relative to 1.
The horizontal component (x) is applied only when two colliding Bodies are separated vertically.
The vertical component (y) is applied only when two colliding Bodies are separated horizontally.
The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all.


longname: Phaser.Physics.Arcade.Body-useDamping
since: 3.10.0
name: useDamping
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: false
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
If this Body is using `drag` for deceleration this property controls how the drag is applied.
If set to `true` drag will use a damping effect rather than a linear approach. If you are
creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
the game Asteroids) then you will get a far smoother and more visually correct deceleration
by using damping, avoiding the axis-drift that is prone with linear deceleration.

If you enable this property then you should use far smaller `drag` values than with linear, as
they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow
deceleration.


longname: Phaser.Physics.Arcade.Body-angularDrag
since: 3.0.0
name: angularDrag
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 0
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Loss of angular velocity due to angular movement, in degrees per second.

Angular drag is applied only when angular acceleration is zero.


longname: Phaser.Physics.Arcade.Body-mass
since: 3.0.0
name: mass
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 1
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The Body's inertia, relative to a default unit (1).
With `bounce`, this affects the exchange of momentum (velocities) during collisions.


longname: Phaser.Physics.Arcade.Body-facing
since: 3.0.0
name: facing
memberof: Phaser.Physics.Arcade.Body
type: number
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The direction of the Body's velocity, as calculated during the last step.
This is a numeric constant value (FACING_UP, FACING_DOWN, FACING_LEFT, FACING_RIGHT).
If the Body is moving on both axes, this describes motion on the vertical axis only.


longname: Phaser.Physics.Arcade.Body-pushable
since: 3.50.0
name: pushable
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: true
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Sets if this Body can be pushed by another Body.

A body that cannot be pushed will reflect back all of the velocity it is given to the
colliding body. If that body is also not pushable, then the separation will be split
between them evenly.

If you want your body to never move or seperate at all, see the `setImmovable` method.

By default, Dynamic Bodies are always pushable.


longname: Phaser.Physics.Arcade.Body-moves
since: 3.0.0
name: moves
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: true
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity.


longname: Phaser.Physics.Arcade.Body-customSeparateX
since: 3.0.0
name: customSeparateX
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: false
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
A flag disabling the default horizontal separation of colliding bodies.
Pass your own `collideCallback` to the collider.


longname: Phaser.Physics.Arcade.Body-customSeparateY
since: 3.0.0
name: customSeparateY
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: false
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
A flag disabling the default vertical separation of colliding bodies.
Pass your own `collideCallback` to the collider.


longname: Phaser.Physics.Arcade.Body-overlapR
since: 3.0.0
name: overlapR
memberof: Phaser.Physics.Arcade.Body
type: number
defaultValue: 0
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
The amount of overlap (before separation), if this Body is circular and colliding with another circular body.


longname: Phaser.Physics.Arcade.Body-checkCollision
since: 3.0.0
name: checkCollision
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether this Body is checked for collisions and for which directions.
You can set `checkCollision.none = true` to disable collision checks.


longname: Phaser.Physics.Arcade.Body-touching
since: 3.0.0
name: touching
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether this Body is colliding with a Body or Static Body and in which direction.
In a collision where both bodies have zero velocity, `embedded` will be set instead.


longname: Phaser.Physics.Arcade.Body-blocked
since: 3.0.0
name: blocked
memberof: Phaser.Physics.Arcade.Body
type: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether this Body is colliding with a Static Body, a tile, or the world boundary.
In a collision with a Static Body, if this Body has zero velocity then `embedded` will be set instead.


longname: Phaser.Physics.Arcade.Body-syncBounds
since: 3.0.0
name: syncBounds
memberof: Phaser.Physics.Arcade.Body
type: boolean
defaultValue: false
scope: instance
metafilename: Body.js
metapath: physics/arcade
description:
Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds.


longname: Phaser.Physics.Arcade.Group-classType
since: 3.0.0
name: classType
memberof: Phaser.Physics.Arcade.Group
type: function
defaultValue: ArcadeSprite
scope: instance
metafilename: PhysicsGroup.js
metapath: physics/arcade
overrides: Phaser.GameObjects.Group#classType
description:
The class to create new Group members from.

This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those.


longname: Phaser.Physics.Arcade.Group-defaults
since: 3.0.0
name: defaults
memberof: Phaser.Physics.Arcade.Group
type: Phaser.Types.Physics.Arcade.PhysicsGroupDefaults
scope: instance
metafilename: PhysicsGroup.js
metapath: physics/arcade
description:
Default physics properties applied to Game Objects added to the Group or created by the Group. Derived from the `config` argument.

You can remove the default values by setting this property to `{}`.


longname: Phaser.Physics.Arcade.StaticBody-radius
since: 3.0.0
name: radius
memberof: Phaser.Physics.Arcade.StaticBody
type: number
defaultValue: 0
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
If this Static Body is circular, this is the radius of the boundary, as set by [Phaser.Physics.Arcade.StaticBody#setCircle](Phaser.Physics.Arcade.StaticBody#setCircle), in pixels.
Equal to `halfWidth`.


longname: Phaser.Physics.Arcade.StaticBody-offset
since: 3.0.0
name: offset
memberof: Phaser.Physics.Arcade.StaticBody
type: Phaser.Math.Vector2
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The offset set by [Phaser.Physics.Arcade.StaticBody#setCircle](Phaser.Physics.Arcade.StaticBody#setCircle) or [Phaser.Physics.Arcade.StaticBody#setSize](Phaser.Physics.Arcade.StaticBody#setSize).

This doesn't affect the Static Body's position, because a Static Body does not follow its Game Object.


longname: Phaser.Physics.Arcade.StaticBody-width
since: 3.0.0
name: width
memberof: Phaser.Physics.Arcade.StaticBody
type: number
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The width of the Static Body's boundary, in pixels.
If the Static Body is circular, this is also the Static Body's diameter.


longname: Phaser.Physics.Arcade.StaticBody-height
since: 3.0.0
name: height
memberof: Phaser.Physics.Arcade.StaticBody
type: number
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The height of the Static Body's boundary, in pixels.
If the Static Body is circular, this is also the Static Body's diameter.


longname: Phaser.Physics.Arcade.StaticBody-halfWidth
since: 3.0.0
name: halfWidth
memberof: Phaser.Physics.Arcade.StaticBody
type: number
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Half the Static Body's width, in pixels.
If the Static Body is circular, this is also the Static Body's radius.


longname: Phaser.Physics.Arcade.StaticBody-halfHeight
since: 3.0.0
name: halfHeight
memberof: Phaser.Physics.Arcade.StaticBody
type: number
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Half the Static Body's height, in pixels.
If the Static Body is circular, this is also the Static Body's radius.


longname: Phaser.Physics.Arcade.StaticBody-center
since: 3.0.0
name: center
memberof: Phaser.Physics.Arcade.StaticBody
type: Phaser.Math.Vector2
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The center of the Static Body's boundary.
This is the midpoint of its `position` (top-left corner) and its bottom-right corner.


longname: Phaser.Physics.Arcade.StaticBody-gravity
since: 3.0.0
name: gravity
memberof: Phaser.Physics.Arcade.StaticBody
type: Phaser.Math.Vector2
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body.


longname: Phaser.Physics.Arcade.StaticBody-onWorldBounds
since: 3.0.0
name: onWorldBounds
memberof: Phaser.Physics.Arcade.StaticBody
type: boolean
defaultValue: false
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary.
Always false for a Static Body. (Static Bodies never collide with the world boundary and never trigger a `worldbounds` event.)


longname: Phaser.Physics.Arcade.StaticBody-mass
since: 3.0.0
name: mass
memberof: Phaser.Physics.Arcade.StaticBody
type: number
defaultValue: 1
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions.


longname: Phaser.Physics.Arcade.StaticBody-pushable
since: 3.50.0
name: pushable
memberof: Phaser.Physics.Arcade.StaticBody
type: boolean
defaultValue: false
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Sets if this Body can be pushed by another Body.

A body that cannot be pushed will reflect back all of the velocity it is given to the
colliding body. If that body is also not pushable, then the separation will be split
between them evenly.

If you want your body to never move or seperate at all, see the `setImmovable` method.

By default, Static Bodies are not pushable.


longname: Phaser.Physics.Arcade.StaticBody-customSeparateX
since: 3.0.0
name: customSeparateX
memberof: Phaser.Physics.Arcade.StaticBody
type: boolean
defaultValue: false
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
A flag disabling the default horizontal separation of colliding bodies. Pass your own `collideHandler` to the collider.


longname: Phaser.Physics.Arcade.StaticBody-customSeparateY
since: 3.0.0
name: customSeparateY
memberof: Phaser.Physics.Arcade.StaticBody
type: boolean
defaultValue: false
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
A flag disabling the default vertical separation of colliding bodies. Pass your own `collideHandler` to the collider.


longname: Phaser.Physics.Arcade.StaticBody-overlapR
since: 3.0.0
name: overlapR
memberof: Phaser.Physics.Arcade.StaticBody
type: number
defaultValue: 0
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
The amount of overlap (before separation), if this StaticBody is circular and colliding with another circular body.


longname: Phaser.Physics.Arcade.StaticBody-collideWorldBounds
since: 3.0.0
name: collideWorldBounds
memberof: Phaser.Physics.Arcade.StaticBody
type: boolean
defaultValue: false
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Whether this StaticBody interacts with the world boundary.
Always false for a Static Body. (Static Bodies never collide with the world boundary.)


longname: Phaser.Physics.Arcade.StaticBody-checkCollision
since: 3.0.0
name: checkCollision
memberof: Phaser.Physics.Arcade.StaticBody
type: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
Whether this StaticBody is checked for collisions and for which directions. You can set `checkCollision.none = false` to disable collision checks.


longname: Phaser.Physics.Arcade.StaticBody-wasTouching
since: 3.0.0
name: wasTouching
memberof: Phaser.Physics.Arcade.StaticBody
type: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
description:
This property is kept for compatibility with Dynamic Bodies.
Avoid using it.
The values are always false for a Static Body.


longname: Phaser.Physics.Arcade.StaticBody-_dx
since: 3.10.0
name: _dx
memberof: Phaser.Physics.Arcade.StaticBody
type: number
defaultValue: 0
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
access: private
description:
The calculated change in the Static Body's horizontal position during the current step.
For a static body this is always zero.


longname: Phaser.Physics.Arcade.StaticBody-_dy
since: 3.10.0
name: _dy
memberof: Phaser.Physics.Arcade.StaticBody
type: number
defaultValue: 0
scope: instance
metafilename: StaticBody.js
metapath: physics/arcade
access: private
description:
The calculated change in the Static Body's vertical position during the current step.
For a static body this is always zero.


longname: Phaser.Physics.Arcade.World-fps
since: 3.10.0
name: fps
memberof: Phaser.Physics.Arcade.World
type: number
defaultValue: 60
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
The number of physics steps to be taken per second.

This property is read-only. Use the `setFPS` method to modify it at run-time.


longname: Phaser.Physics.Arcade.World-fixedStep
since: 3.23.0
name: fixedStep
memberof: Phaser.Physics.Arcade.World
type: boolean
defaultValue: true
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
Should Physics use a fixed update time-step (true) or sync to the render fps (false)?.
False value of this property disables fps and timeScale properties.


longname: Phaser.Physics.Arcade.World-timeScale
since: 3.10.0
name: timeScale
memberof: Phaser.Physics.Arcade.World
type: number
defaultValue: 1
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
Scaling factor applied to the frame rate.

- 1.0 = normal speed
- 2.0 = half speed
- 0.5 = double speed


longname: Phaser.Physics.Arcade.World-OVERLAP_BIAS
since: 3.0.0
name: OVERLAP_BIAS
memberof: Phaser.Physics.Arcade.World
type: number
defaultValue: 4
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
The maximum absolute difference of a Body's per-step velocity and its overlap with another Body that will result in separation on *each axis*.
Larger values favor separation.
Smaller values favor no separation.


longname: Phaser.Physics.Arcade.World-TILE_BIAS
since: 3.0.0
name: TILE_BIAS
memberof: Phaser.Physics.Arcade.World
type: number
defaultValue: 16
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
The maximum absolute value of a Body's overlap with a tile that will result in separation on *each axis*.
Larger values favor separation.
Smaller values favor no separation.
The optimum value may be similar to the tile size.


longname: Phaser.Physics.Arcade.World-forceX
since: 3.0.0
name: forceX
memberof: Phaser.Physics.Arcade.World
type: boolean
defaultValue: false
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
Always separate overlapping Bodies horizontally before vertically.
False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater.


longname: Phaser.Physics.Arcade.World-maxEntries
since: 3.0.0
name: maxEntries
memberof: Phaser.Physics.Arcade.World
type: number
defaultValue: 16
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
The maximum number of items per node on the RTree.

This is ignored if `useTree` is `false`. If you have a large number of bodies in
your world then you may find search performance improves by increasing this value,
to allow more items per node and less node division.


longname: Phaser.Physics.Arcade.World-useTree
since: 3.10.0
name: useTree
memberof: Phaser.Physics.Arcade.World
type: boolean
defaultValue: true
scope: instance
metafilename: World.js
metapath: physics/arcade
description:
Should this Arcade Physics World use an RTree for Dynamic bodies?

An RTree is a fast way of spatially sorting of all the bodies in the world.
However, at certain limits, the cost of clearing and inserting the bodies into the
tree every frame becomes more expensive than the search speed gains it provides.

If you have a large number of dynamic bodies in your world then it may be best to
disable the use of the RTree by setting this property to `false` in the physics config.

The number it can cope with depends on browser and device, but a conservative estimate
of around 5,000 bodies should be considered the max before disabling it.

This only applies to dynamic bodies. Static bodies are always kept in an RTree,
because they don't have to be cleared every frame, so you benefit from the
massive search speeds all the time.


longname: Phaser.Physics.Arcade.World-_tempMatrix
since: 3.12.0
name: _tempMatrix
memberof: Phaser.Physics.Arcade.World
type: Phaser.GameObjects.Components.TransformMatrix
scope: instance
metafilename: World.js
metapath: physics/arcade
access: private
description:
A temporary Transform Matrix used by bodies for calculations without them needing their own local copy.


longname: Phaser.Physics.Matter.BodyBounds-boundsCenter
since: 3.22.0
name: boundsCenter
memberof: Phaser.Physics.Matter.BodyBounds
type: Phaser.Math.Vector2
scope: instance
metafilename: BodyBounds.js
metapath: physics/matter-js
description:
A Vector2 that stores the temporary bounds center value during calculations by methods in this class.


longname: Phaser.Physics.Matter.BodyBounds-centerDiff
since: 3.22.0
name: centerDiff
memberof: Phaser.Physics.Matter.BodyBounds
type: Phaser.Math.Vector2
scope: instance
metafilename: BodyBounds.js
metapath: physics/matter-js
description:
A Vector2 that stores the temporary center diff values during calculations by methods in this class.


longname: Phaser.Physics.Matter.Components.Mass-centerOfMass
since: 3.10.0
name: centerOfMass
memberof: Phaser.Physics.Matter.Components.Mass
type: Phaser.Math.Vector2
scope: instance
metafilename: Mass.js
metapath: physics/matter-js/components
description:
The body's center of mass.

Calling this creates a new `Vector2 each time to avoid mutation.

If you only need to read the value and won't change it, you can get it from `GameObject.body.centerOfMass`.


longname: Phaser.Physics.Matter.Components.Transform-angle
since: 3.0.0
name: angle
memberof: Phaser.Physics.Matter.Components.Transform
type: number
scope: instance
metafilename: Transform.js
metapath: physics/matter-js/components
description:
Use `angle` to set or get rotation of the physics body associated to this GameObject.
Unlike rotation, when using set the value can be in degrees, which will be converted to radians internally.


longname: Phaser.Physics.Matter.Components.Transform-rotation
since: 3.0.0
name: rotation
memberof: Phaser.Physics.Matter.Components.Transform
type: number
scope: instance
metafilename: Transform.js
metapath: physics/matter-js/components
description:
Use `rotation` to set or get the rotation of the physics body associated with this GameObject.
The value when set must be in radians.


longname: Phaser.Physics.Matter.MatterPhysics-world
since: 3.0.0
name: world
memberof: Phaser.Physics.Matter.MatterPhysics
type: Phaser.Physics.Matter.World
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
An instance of the Matter World class. This class is responsible for the updating of the
Matter Physics world, as well as handling debug drawing functions.


longname: Phaser.Physics.Matter.MatterPhysics-add
since: 3.0.0
name: add
memberof: Phaser.Physics.Matter.MatterPhysics
type: Phaser.Physics.Matter.Factory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
An instance of the Matter Factory. This class provides lots of functions for creating a
wide variety of physics objects and adds them automatically to the Matter World.

You can use this class to cut-down on the amount of code required in your game, however,
use of the Factory is entirely optional and should be seen as a development aid. It's
perfectly possible to create and add components to the Matter world without using it.


longname: Phaser.Physics.Matter.MatterPhysics-bodyBounds
since: 3.22.0
name: bodyBounds
memberof: Phaser.Physics.Matter.MatterPhysics
type: Phaser.Physics.Matter.BodyBounds
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
An instance of the Body Bounds class. This class contains functions used for getting the
world position from various points around the bounds of a physics body.


longname: Phaser.Physics.Matter.MatterPhysics-body
since: 3.18.0
name: body
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.BodyFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Body` module.

The `Matter.Body` module contains methods for creating and manipulating body models.
A `Matter.Body` is a rigid body that can be simulated by a `Matter.Engine`.
Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the `Bodies` module.


longname: Phaser.Physics.Matter.MatterPhysics-composite
since: 3.22.0
name: composite
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.CompositeFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Composite` module.

The `Matter.Composite` module contains methods for creating and manipulating composite bodies.
A composite body is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite`, therefore composites form a tree structure.
It is important to use the functions in this module to modify composites, rather than directly modifying their properties.
Note that the `Matter.World` object is also a type of `Matter.Composite` and as such all composite methods here can also operate on a `Matter.World`.


longname: Phaser.Physics.Matter.MatterPhysics-detector
since: 3.22.0
name: detector
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.DetectorFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Detector` module.

The `Matter.Detector` module contains methods for detecting collisions given a set of pairs.


longname: Phaser.Physics.Matter.MatterPhysics-grid
since: 3.22.0
name: grid
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.GridFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Grid` module.

The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures.


longname: Phaser.Physics.Matter.MatterPhysics-pair
since: 3.22.0
name: pair
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.PairFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Pair` module.

The `Matter.Pair` module contains methods for creating and manipulating collision pairs.


longname: Phaser.Physics.Matter.MatterPhysics-pairs
since: 3.22.0
name: pairs
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.PairsFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Pairs` module.

The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets.


longname: Phaser.Physics.Matter.MatterPhysics-query
since: 3.22.0
name: query
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.QueryFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Query` module.

The `Matter.Query` module contains methods for performing collision queries.


longname: Phaser.Physics.Matter.MatterPhysics-resolver
since: 3.22.0
name: resolver
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.ResolverFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Resolver` module.

The `Matter.Resolver` module contains methods for resolving collision pairs.


longname: Phaser.Physics.Matter.MatterPhysics-sat
since: 3.22.0
name: sat
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.SATFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.SAT` module.

The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem.


longname: Phaser.Physics.Matter.MatterPhysics-constraint
since: 3.22.0
name: constraint
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.ConstraintFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Constraint` module.

The `Matter.Constraint` module contains methods for creating and manipulating constraints.
Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position).
The stiffness of constraints can be modified to create springs or elastic.


longname: Phaser.Physics.Matter.MatterPhysics-bodies
since: 3.18.0
name: bodies
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.BodiesFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Bodies` module.

The `Matter.Bodies` module contains factory methods for creating rigid bodies
with commonly used body configurations (such as rectangles, circles and other polygons).


longname: Phaser.Physics.Matter.MatterPhysics-composites
since: 3.22.0
name: composites
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.CompositesFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Composites` module.

The `Matter.Composites` module contains factory methods for creating composite bodies
with commonly used configurations (such as stacks and chains).


longname: Phaser.Physics.Matter.MatterPhysics-axes
since: 3.22.0
name: axes
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.AxesFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Axes` module.

The `Matter.Axes` module contains methods for creating and manipulating sets of axes.


longname: Phaser.Physics.Matter.MatterPhysics-bounds
since: 3.22.0
name: bounds
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.BoundsFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Bounds` module.

The `Matter.Bounds` module contains methods for creating and manipulating axis-aligned bounding boxes (AABB).


longname: Phaser.Physics.Matter.MatterPhysics-svg
since: 3.22.0
name: svg
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.SvgFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Svg` module.

The `Matter.Svg` module contains methods for converting SVG images into an array of vector points.

To use this module you also need the SVGPathSeg polyfill: [https://github.com/progers/pathseg](https://github.com/progers/pathseg)


longname: Phaser.Physics.Matter.MatterPhysics-vector
since: 3.22.0
name: vector
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.VectorFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Vector` module.

The `Matter.Vector` module contains methods for creating and manipulating vectors.
Vectors are the basis of all the geometry related operations in the engine.
A `Matter.Vector` object is of the form `{ x: 0, y: 0 }`.


longname: Phaser.Physics.Matter.MatterPhysics-vertices
since: 3.22.0
name: vertices
memberof: Phaser.Physics.Matter.MatterPhysics
type: MatterJS.VerticesFactory
scope: instance
metafilename: MatterPhysics.js
metapath: physics/matter-js
description:
A reference to the `Matter.Vertices` module.

The `Matter.Vertices` module contains methods for creating and manipulating sets of vertices.
A set of vertices is an array of `Matter.Vector` with additional indexing properties inserted by `Vertices.create`.
A `Matter.Body` maintains a set of vertices to represent the shape of the object (its convex hull).


longname: Phaser.Physics.Matter.PointerConstraint-scene
since: 3.0.0
name: scene
memberof: Phaser.Physics.Matter.PointerConstraint
type: Phaser.Scene
scope: instance
metafilename: PointerConstraint.js
metapath: physics/matter-js
description:
A reference to the Scene to which this Pointer Constraint belongs.
This is the same Scene as the Matter World instance.


longname: Phaser.Physics.Matter.PointerConstraint-pointer
since: 3.0.0
name: pointer
memberof: Phaser.Physics.Matter.PointerConstraint
type: Phaser.Input.Pointer
defaultValue: null
scope: instance
metafilename: PointerConstraint.js
metapath: physics/matter-js
description:
A reference to the Input Pointer that activated this Constraint.
This is set in the `onDown` handler.


longname: Phaser.Physics.Matter.PointerConstraint-active
since: 3.0.0
name: active
memberof: Phaser.Physics.Matter.PointerConstraint
type: boolean
defaultValue: true
scope: instance
metafilename: PointerConstraint.js
metapath: physics/matter-js
description:
Is this Constraint active or not?

An active constraint will be processed each update. An inactive one will be skipped.
Use this to toggle a Pointer Constraint on and off.


longname: Phaser.Physics.Matter.World-correction
since: 3.4.0
name: correction
memberof: Phaser.Physics.Matter.World
type: number
defaultValue: 1
scope: instance
metafilename: World.js
metapath: physics/matter-js
description:
The correction argument is an optional Number that specifies the time correction factor to apply to the update.
This can help improve the accuracy of the simulation in cases where delta is changing between updates.
The value of correction is defined as delta / lastDelta, i.e. the percentage change of delta over the last step.
Therefore the value is always 1 (no correction) when delta is constant (or when no correction is desired, which is the default).
See the paper on Time Corrected Verlet for more information.


longname: Phaser.Physics.Matter.World-getDelta
since: 3.4.0
name: getDelta
memberof: Phaser.Physics.Matter.World
type: function
scope: instance
metafilename: World.js
metapath: physics/matter-js
description:
This function is called every time the core game loop steps, which is bound to the
Request Animation Frame frequency unless otherwise modified.

The function is passed two values: `time` and `delta`, both of which come from the game step values.

It must return a number. This number is used as the delta value passed to Matter.Engine.update.

You can override this function with your own to define your own timestep.

If you need to update the Engine multiple times in a single game step then call
`World.update` as many times as required. Each call will trigger the `getDelta` function.
If you wish to have full control over when the Engine updates then see the property `autoUpdate`.

You can also adjust the number of iterations that Engine.update performs.
Use the Scene Matter Physics config object to set the following properties:

positionIterations (defaults to 6)
velocityIterations (defaults to 4)
constraintIterations (defaults to 2)

Adjusting these values can help performance in certain situations, depending on the physics requirements
of your game.


longname: Phaser.Physics.Matter.World-runner
since: 3.22.0
name: runner
memberof: Phaser.Physics.Matter.World
type: Phaser.Types.Physics.Matter.MatterRunnerConfig
scope: instance
metafilename: World.js
metapath: physics/matter-js
description:
The Matter JS Runner Configuration object.

This object is populated via the Matter Configuration object's `runner` property and is
updated constantly during the game step.


longname: Phaser.Physics.Matter.World-autoUpdate
since: 3.4.0
name: autoUpdate
memberof: Phaser.Physics.Matter.World
type: boolean
defaultValue: true
scope: instance
metafilename: World.js
metapath: physics/matter-js
description:
Automatically call Engine.update every time the game steps.
If you disable this then you are responsible for calling `World.step` directly from your game.
If you call `set60Hz` or `set30Hz` then `autoUpdate` is reset to `true`.


longname: Phaser.Physics.Matter.World-debugConfig
since: 3.22.0
name: debugConfig
memberof: Phaser.Physics.Matter.World
type: Phaser.Types.Physics.Matter.MatterDebugConfig
scope: instance
metafilename: World.js
metapath: physics/matter-js
description:
The debug configuration object.

The values stored in this object are read from the Matter World Config `debug` property.

When a new Body or Constraint is _added to the World_, they are given the values stored in this object,
unless they have their own `render` object set that will override them.

Note that while you can modify the values of properties in this object at run-time, it will not change
any of the Matter objects _already added_. It will only impact objects newly added to the world, or one
that is removed and then re-added at a later time.


longname: Phaser.Plugins.BasePlugin-pluginManager
since: 3.8.0
name: pluginManager
memberof: Phaser.Plugins.BasePlugin
type: Phaser.Plugins.PluginManager
scope: instance
metafilename: BasePlugin.js
metapath: plugins
access: protected
description:
A handy reference to the Plugin Manager that is responsible for this plugin.
Can be used as a route to gain access to game systems and  events.


longname: Phaser.Plugins.DefaultPlugins.Global
since: 3.0.0
name: Global
memberof: Phaser.Plugins.DefaultPlugins
type: array
scope: static
metafilename: DefaultPlugins.js
metapath: plugins
description:
These are the Global Managers that are created by the Phaser.Game instance.
They are referenced from Scene.Systems so that plugins can use them.


longname: Phaser.Plugins.DefaultPlugins.CoreScene
since: 3.0.0
name: CoreScene
memberof: Phaser.Plugins.DefaultPlugins
type: array
scope: static
metafilename: DefaultPlugins.js
metapath: plugins
description:
These are the core plugins that are installed into every Scene.Systems instance, no matter what.
They are optionally exposed in the Scene as well (see the InjectionMap for details)

They are created in the order in which they appear in this array and EventEmitter is always first.


longname: Phaser.Plugins.DefaultPlugins.DefaultScene
since: 3.0.0
name: DefaultScene
memberof: Phaser.Plugins.DefaultPlugins
type: array
scope: static
metafilename: DefaultPlugins.js
metapath: plugins
description:
These plugins are created in Scene.Systems in addition to the CoreScenePlugins.

You can elect not to have these plugins by either creating a DefaultPlugins object as part
of the Game Config, by creating a Plugins object as part of a Scene Config, or by modifying this array
and building your own bundle.

They are optionally exposed in the Scene as well (see the InjectionMap for details)

They are always created in the order in which they appear in the array.


longname: Phaser.Plugins.PluginManager-plugins
since: 3.8.0
name: plugins
memberof: Phaser.Plugins.PluginManager
type: Array.<Phaser.Types.Plugins.GlobalPlugin>
scope: instance
metafilename: PluginManager.js
metapath: plugins
description:
The global plugins currently running and managed by this Plugin Manager.
A plugin must have been started at least once in order to appear in this list.


longname: Phaser.Plugins.ScenePlugin-scene
since: 3.8.0
name: scene
memberof: Phaser.Plugins.ScenePlugin
type: Phaser.Scene
scope: instance
metafilename: ScenePlugin.js
metapath: plugins
access: protected
description:
A reference to the Scene that has installed this plugin.
Only set if it's a Scene Plugin, otherwise `null`.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the `boot` method.


longname: Phaser.Plugins.ScenePlugin-systems
since: 3.8.0
name: systems
memberof: Phaser.Plugins.ScenePlugin
type: Phaser.Scenes.Systems
scope: instance
metafilename: ScenePlugin.js
metapath: plugins
access: protected
description:
A reference to the Scene Systems of the Scene that has installed this plugin.
Only set if it's a Scene Plugin, otherwise `null`.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the `boot` method.


longname: Phaser.Plugins.ScenePlugin-pluginKey
since: 3.54.0
name: pluginKey
memberof: Phaser.Plugins.ScenePlugin
type: string
scope: instance
metafilename: ScenePlugin.js
metapath: plugins
description:
The key under which this plugin was installed into the Scene Systems.

This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the `boot` method.


longname: Phaser.Renderer.Canvas.CanvasRenderer-blendModes
since: 3.0.0
name: blendModes
memberof: Phaser.Renderer.Canvas.CanvasRenderer
type: array
scope: instance
metafilename: CanvasRenderer.js
metapath: renderer/canvas
description:
The blend modes supported by the Canvas Renderer.

This object maps the [Phaser.BlendModes](Phaser.BlendModes) to canvas compositing operations.


longname: Phaser.Renderer.Canvas.CanvasRenderer-snapshotState
since: 3.16.0
name: snapshotState
memberof: Phaser.Renderer.Canvas.CanvasRenderer
type: Phaser.Types.Renderer.Snapshot.SnapshotState
scope: instance
metafilename: CanvasRenderer.js
metapath: renderer/canvas
description:
Details about the currently scheduled snapshot.

If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.


longname: Phaser.Renderer.WebGL.PipelineManager-classes
since: 3.50.0
name: classes
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Structs.Map.<string, Class>
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
This map stores all pipeline classes available in this manager.

The Utility Class must always come first.


longname: Phaser.Renderer.WebGL.PipelineManager-pipelines
since: 3.50.0
name: pipelines
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Structs.Map.<string, Phaser.Renderer.WebGL.WebGLPipeline>
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
This map stores all pipeline instances in this manager.

This is populated with the default pipelines in the `boot` method.


longname: Phaser.Renderer.WebGL.PipelineManager-previous
since: 3.50.0
name: previous
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.WebGLPipeline
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
The previous WebGLPipeline that was in use.

This is set when `clearPipeline` is called and restored in `rebindPipeline` if none is given.


longname: Phaser.Renderer.WebGL.PipelineManager-MULTI_PIPELINE
since: 3.50.0
name: MULTI_PIPELINE
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.Pipelines.MultiPipeline
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A constant-style reference to the Multi Pipeline Instance.

This is the default Phaser 3 pipeline and is used by the WebGL Renderer to manage
camera effects and more. This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.PipelineManager-BITMAPMASK_PIPELINE
since: 3.50.0
name: BITMAPMASK_PIPELINE
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A constant-style reference to the Bitmap Mask Pipeline Instance.

This is the default Phaser 3 mask pipeline and is used Game Objects using
a Bitmap Mask. This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.PipelineManager-fullFrame1
since: 3.50.0
name: fullFrame1
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.RenderTarget
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A reference to the Full Frame 1 Render Target that belongs to the
Utility Pipeline. This property is set during the `boot` method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.PipelineManager-fullFrame2
since: 3.50.0
name: fullFrame2
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.RenderTarget
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A reference to the Full Frame 2 Render Target that belongs to the
Utility Pipeline. This property is set during the `boot` method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.PipelineManager-halfFrame1
since: 3.50.0
name: halfFrame1
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.RenderTarget
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A reference to the Half Frame 1 Render Target that belongs to the
Utility Pipeline. This property is set during the `boot` method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.PipelineManager-halfFrame2
since: 3.50.0
name: halfFrame2
memberof: Phaser.Renderer.WebGL.PipelineManager
type: Phaser.Renderer.WebGL.RenderTarget
defaultValue: null
scope: instance
metafilename: PipelineManager.js
metapath: renderer/webgl
description:
A reference to the Half Frame 2 Render Target that belongs to the
Utility Pipeline. This property is set during the `boot` method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.Pipelines.LightPipeline-defaultNormalMap
since: 3.50.0
name: defaultNormalMap
memberof: Phaser.Renderer.WebGL.Pipelines.LightPipeline
type: object
scope: instance
metafilename: LightPipeline.js
metapath: renderer/webgl/pipelines
description:
Stores a default normal map, which is an object with a `glTexture` property that
maps to a 1x1 texture of the color #7f7fff created in the `boot` method.


longname: Phaser.Renderer.WebGL.Pipelines.LightPipeline-lightsActive
since: 3.53.0
name: lightsActive
memberof: Phaser.Renderer.WebGL.Pipelines.LightPipeline
type: boolean
scope: instance
metafilename: LightPipeline.js
metapath: renderer/webgl/pipelines
description:
A boolean that is set automatically during `onRender` that determines
if the Scene LightManager is active, or not.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-copyShader
since: 3.50.0
name: copyShader
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.WebGLShader
defaultValue: null
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Copy Shader belonging to this Utility Pipeline.

This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-addShader
since: 3.50.0
name: addShader
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.WebGLShader
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Additive Blend Shader belonging to this Utility Pipeline.

This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-linearShader
since: 3.50.0
name: linearShader
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.WebGLShader
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Linear Blend Shader belonging to this Utility Pipeline.

This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-colorMatrixShader
since: 3.50.0
name: colorMatrixShader
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.WebGLShader
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Color Matrix Shader belonging to this Utility Pipeline.

This property is set during the `boot` method.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-fullFrame1
since: 3.50.0
name: fullFrame1
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Full Frame 1 Render Target.

This property is set during the `boot` method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-fullFrame2
since: 3.50.0
name: fullFrame2
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Full Frame 2 Render Target.

This property is set during the `boot` method.

This Render Target is the full size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-halfFrame1
since: 3.50.0
name: halfFrame1
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Half Frame 1 Render Target.

This property is set during the `boot` method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline-halfFrame2
since: 3.50.0
name: halfFrame2
memberof: Phaser.Renderer.WebGL.Pipelines.UtilityPipeline
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: UtilityPipeline.js
metapath: renderer/webgl/pipelines
description:
A reference to the Half Frame 2 Render Target.

This property is set during the `boot` method.

This Render Target is half the size of the renderer.

You can use this directly in Post FX Pipelines for multi-target effects.
However, be aware that these targets are shared between all post fx pipelines.


longname: Phaser.Renderer.WebGL.RenderTarget-scale
since: 3.50.0
name: scale
memberof: Phaser.Renderer.WebGL.RenderTarget
type: number
scope: instance
metafilename: RenderTarget.js
metapath: renderer/webgl
description:
A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer.

A value of 1 matches it. 0.5 makes the Render Target half the size of the renderer, etc.


longname: Phaser.Renderer.WebGL.RenderTarget-autoClear
since: 3.50.0
name: autoClear
memberof: Phaser.Renderer.WebGL.RenderTarget
type: boolean
scope: instance
metafilename: RenderTarget.js
metapath: renderer/webgl
description:
Controls if this Render Target is automatically cleared (via `gl.COLOR_BUFFER_BIT`)
during the `RenderTarget.bind` method.

If you need more control over how, or if, the target is cleared, you can disable
this via the config on creation, or even toggle it directly at runtime.


longname: Phaser.Renderer.WebGL.RenderTarget-autoResize
since: 3.50.0
name: autoResize
memberof: Phaser.Renderer.WebGL.RenderTarget
type: boolean
scope: instance
metafilename: RenderTarget.js
metapath: renderer/webgl
description:
Does this Render Target automatically resize when the WebGL Renderer does?

Modify this property via the `setAutoResize` method.


longname: Phaser.Renderer.WebGL.RenderTarget-destroy
since: 3.50.0
name: destroy
memberof: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: RenderTarget.js
metapath: renderer/webgl
description:
Removes all external references from this class and deletes the
WebGL framebuffer and texture instances.

Does not remove this Render Target from the parent pipeline.


longname: Phaser.Renderer.WebGL.WebGLPipeline-manager
since: 3.50.0
name: manager
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: Phaser.Renderer.WebGL.PipelineManager
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
A reference to the WebGL Pipeline Manager.

This is initially undefined and only set when this pipeline is added
to the manager.


longname: Phaser.Renderer.WebGL.WebGLPipeline-vertexCapacity
since: 3.0.0
name: vertexCapacity
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: number
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
The total number of vertices that this pipeline batch can hold before it will flush.

This defaults to `renderer batchSize * 6`, where `batchSize` is defined in the Renderer Game Config.


longname: Phaser.Renderer.WebGL.WebGLPipeline-vertexData
since: 3.0.0
name: vertexData
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: ArrayBuffer
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
Raw byte buffer of vertices.

Either set via the config object `vertices` property, or generates a new Array Buffer of
size `vertexCapacity * vertexSize`.


longname: Phaser.Renderer.WebGL.WebGLPipeline-vertexBuffer
since: 3.0.0
name: vertexBuffer
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: WebGLBuffer
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
The WebGLBuffer that holds the vertex data.

Created from the `vertexData` ArrayBuffer. If `vertices` are set in the config, a `STATIC_DRAW` buffer
is created. If not, a `DYNAMIC_DRAW` buffer is created.


longname: Phaser.Renderer.WebGL.WebGLPipeline-topology
since: 3.0.0
name: topology
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: GLenum
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
The primitive topology which the pipeline will use to submit draw calls.

Defaults to GL_TRIANGLES if not otherwise set in the config.


longname: Phaser.Renderer.WebGL.WebGLPipeline-active
since: 3.10.0
name: active
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: boolean
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
Indicates if the current pipeline is active, or not.

Toggle this property to enable or disable a pipeline from rendering anything.


longname: Phaser.Renderer.WebGL.WebGLPipeline-forceZero
since: 3.50.0
name: forceZero
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: boolean
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
Some pipelines require the forced use of texture zero (like the light pipeline).

This property should be set when that is the case.


longname: Phaser.Renderer.WebGL.WebGLPipeline-hasBooted
since: 3.50.0
name: hasBooted
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: boolean
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
Indicates if this pipeline has booted or not.

A pipeline boots only when the Game instance itself, and all associated systems, is
fully ready.


longname: Phaser.Renderer.WebGL.WebGLPipeline-currentRenderTarget
since: 3.50.0
name: currentRenderTarget
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
A reference to the currently bound Render Target instance from the `WebGLPipeline.renderTargets` array.


longname: Phaser.Renderer.WebGL.WebGLPipeline-shaders
since: 3.50.0
name: shaders
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: Array.<Phaser.Renderer.WebGL.WebGLShader>
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
An array of all the WebGLShader instances that belong to this pipeline.

Shaders manage their own attributes and uniforms, but share the same vertex data buffer,
which belongs to this pipeline.

Shaders are set in a call to the `setShadersFromConfig` method, which happens automatically,
but can also be called at any point in your game. See the method documentation for details.


longname: Phaser.Renderer.WebGL.WebGLPipeline-currentShader
since: 3.50.0
name: currentShader
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: Phaser.Renderer.WebGL.WebGLShader
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
A reference to the currently bound WebGLShader instance from the `WebGLPipeline.shaders` array.

For lots of pipelines, this is the only shader, so it is a quick way to reference it without
an array look-up.


longname: Phaser.Renderer.WebGL.WebGLPipeline-config
since: 3.50.0
name: config
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
The configuration object that was used to create this pipeline.

Treat this object as 'read only', because changing it post-creation will not
impact this pipeline in any way. However, it is used internally for cloning
and post-boot set-up.


longname: Phaser.Renderer.WebGL.WebGLPipeline-glReset
since: 3.53.0
name: glReset
memberof: Phaser.Renderer.WebGL.WebGLPipeline
type: boolean
scope: instance
metafilename: WebGLPipeline.js
metapath: renderer/webgl
description:
Has the GL Context been reset to the Phaser defaults since the last time
this pipeline was bound? This is set automatically when the Pipeline Manager
resets itself, usually after handing off to a 3rd party renderer like Spine.

You should treat this property as read-only.


longname: Phaser.Renderer.WebGL.WebGLRenderer-pipelines
since: 3.50.0
name: pipelines
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: Phaser.Renderer.WebGL.PipelineManager
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
An instance of the Pipeline Manager class, that handles all WebGL Pipelines.

Use this to manage all of your interactions with pipelines, such as adding, getting,
setting and rendering them.

The Pipeline Manager class is created in the `init` method and then populated
with pipelines during the `boot` method.

Prior to Phaser v3.50.0 this was just a plain JavaScript object, not a class.


longname: Phaser.Renderer.WebGL.WebGLRenderer-blendModes
since: 3.0.0
name: blendModes
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: array
defaultValue: []
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
An array of blend modes supported by the WebGL Renderer.

This array includes the default blend modes as well as any custom blend modes added through [#addBlendMode](#addBlendMode).


longname: Phaser.Renderer.WebGL.WebGLRenderer-startActiveTexture
since: 3.50.0
name: startActiveTexture
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: number
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
Contains the current starting active texture unit.
This value is constantly updated and should be treated as read-only by your code.


longname: Phaser.Renderer.WebGL.WebGLRenderer-maxTextures
since: 3.50.0
name: maxTextures
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: number
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8.
This is set via the Game Config `maxTextures` property and should never be changed after boot.


longname: Phaser.Renderer.WebGL.WebGLRenderer-textureIndexes
since: 3.50.0
name: textureIndexes
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: array
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
An array of the available WebGL texture units, used to populate the uSampler uniforms.

This array is populated during the init phase and should never be changed after boot.


longname: Phaser.Renderer.WebGL.WebGLRenderer-tempTextures
since: 3.50.0
name: tempTextures
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: array
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
An array of default temporary WebGL Textures.

This array is populated during the init phase and should never be changed after boot.


longname: Phaser.Renderer.WebGL.WebGLRenderer-contextLostHandler
since: 3.19.0
name: contextLostHandler
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: function
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
The handler to invoke when the context is lost.
This should not be changed and is set in the boot method.


longname: Phaser.Renderer.WebGL.WebGLRenderer-contextRestoredHandler
since: 3.19.0
name: contextRestoredHandler
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: function
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
The handler to invoke when the context is restored.
This should not be changed and is set in the boot method.


longname: Phaser.Renderer.WebGL.WebGLRenderer-supportedExtensions
since: 3.0.0
name: supportedExtensions
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: Array.<string>
defaultValue: null
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
Array of strings that indicate which WebGL extensions are supported by the browser.
This is populated in the `boot` method.


longname: Phaser.Renderer.WebGL.WebGLRenderer-instancedArraysExtension
since: 3.50.0
name: instancedArraysExtension
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: ANGLE_instanced_arrays
defaultValue: null
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
If the browser supports the `ANGLE_instanced_arrays` extension, this property will hold
a reference to the glExtension for it.


longname: Phaser.Renderer.WebGL.WebGLRenderer-vaoExtension
since: 3.50.0
name: vaoExtension
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: OES_vertex_array_object
defaultValue: null
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
If the browser supports the `OES_vertex_array_object` extension, this property will hold
a reference to the glExtension for it.


longname: Phaser.Renderer.WebGL.WebGLRenderer-blankTexture
since: 3.12.0
name: blankTexture
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: WebGLTexture
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
A blank 32x32 transparent texture, as used by the Graphics system where needed.
This is set in the `boot` method.


longname: Phaser.Renderer.WebGL.WebGLRenderer-whiteTexture
since: 3.50.0
name: whiteTexture
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: WebGLTexture
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
A pure white 4x4 texture, as used by the Graphics system where needed.
This is set in the `boot` method.


longname: Phaser.Renderer.WebGL.WebGLRenderer-glFuncMap
since: 3.17.0
name: glFuncMap
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: any
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
Internal gl function mapping for uniform look-up.
[https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform)


longname: Phaser.Renderer.WebGL.WebGLRenderer-currentType
since: 3.19.0
name: currentType
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: string
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
The `type` of the Game Object being currently rendered.
This can be used by advanced render functions for batching look-ahead.


longname: Phaser.Renderer.WebGL.WebGLRenderer-newType
since: 3.19.0
name: newType
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: boolean
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
Is the `type` of the Game Object being currently rendered different than the
type of the object before it in the display list? I.e. it's a 'new' type.


longname: Phaser.Renderer.WebGL.WebGLRenderer-nextTypeMatch
since: 3.19.0
name: nextTypeMatch
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: boolean
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
Does the `type` of the next Game Object in the display list match that
of the object being currently rendered?


longname: Phaser.Renderer.WebGL.WebGLRenderer-mipmapFilter
since: 3.21.0
name: mipmapFilter
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: GLenum
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
The mipmap magFilter to be used when creating textures.

You can specify this as a string in the game config, i.e.:

`renderer: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }`

The 6 options for WebGL1 are, in order from least to most computationally expensive:

NEAREST (for pixel art)
LINEAR (the default)
NEAREST_MIPMAP_NEAREST
LINEAR_MIPMAP_NEAREST
NEAREST_MIPMAP_LINEAR
LINEAR_MIPMAP_LINEAR

Mipmaps only work with textures that are fully power-of-two in size.

For more details see [https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html](https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html)


longname: Phaser.Renderer.WebGL.WebGLRenderer-renderTarget
since: 3.50.0
name: renderTarget
memberof: Phaser.Renderer.WebGL.WebGLRenderer
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: WebGLRenderer.js
metapath: renderer/webgl
description:
A Render Target you can use to capture the current state of the Renderer.

A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.


longname: Phaser.Renderer.WebGL.WebGLShader-pipeline
since: 3.50.0
name: pipeline
memberof: Phaser.Renderer.WebGL.WebGLShader
type: Phaser.Renderer.WebGL.WebGLPipeline
scope: instance
metafilename: WebGLShader.js
metapath: renderer/webgl
description:
A reference to the WebGLPipeline that owns this Shader.

A Shader class can only belong to a single pipeline.


longname: Phaser.Renderer.WebGL.WebGLShader-vertexSize
since: 3.50.0
name: vertexSize
memberof: Phaser.Renderer.WebGL.WebGLShader
type: number
scope: instance
metafilename: WebGLShader.js
metapath: renderer/webgl
description:
The size, in bytes, of a single vertex.

This is derived by adding together all of the vertex attributes.

For example, the Multi Pipeline has the following attributes:

inPosition - (size 2 x gl.FLOAT) = 8
inTexCoord - (size 2 x gl.FLOAT) = 8
inTexId - (size 1 x gl.FLOAT) = 4
inTintEffect - (size 1 x gl.FLOAT) = 4
inTint - (size 4 x gl.UNSIGNED_BYTE) = 4

The total, in this case, is 8 + 8 + 4 + 4 + 4 = 28.

This is calculated automatically during the `createAttributes` method.


longname: Phaser.Renderer.WebGL.WebGLShader-uniforms
since: 3.50.0
name: uniforms
memberof: Phaser.Renderer.WebGL.WebGLShader
type: Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig
scope: instance
metafilename: WebGLShader.js
metapath: renderer/webgl
description:
The active uniforms that this shader has.

This is an object that maps the uniform names to their WebGL location and cached values.

It is populated automatically via the `createUniforms` method.


longname: Phaser.Scale.ScaleManager-parent
since: 3.16.0
name: parent
memberof: Phaser.Scale.ScaleManager
type: any
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The parent object of the Canvas. Often a div, or the browser window, or nothing in non-browser environments.

This is set in the Game Config as the `parent` property. If undefined (or just not present), it will default
to use the document body. If specifically set to `null` Phaser will ignore all parent operations.


longname: Phaser.Scale.ScaleManager-gameSize
since: 3.16.0
name: gameSize
memberof: Phaser.Scale.ScaleManager
type: Phaser.Structs.Size
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The Game Size component.

The un-modified game size, as requested in the game config (the raw width / height),
as used for world bounds, cameras, etc


longname: Phaser.Scale.ScaleManager-baseSize
since: 3.16.0
name: baseSize
memberof: Phaser.Scale.ScaleManager
type: Phaser.Structs.Size
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The Base Size component.

The modified game size, which is the auto-rounded gameSize, used to set the canvas width and height
(but not the CSS style)


longname: Phaser.Scale.ScaleManager-displaySize
since: 3.16.0
name: displaySize
memberof: Phaser.Scale.ScaleManager
type: Phaser.Structs.Size
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The Display Size component.

The size used for the canvas style, factoring in the scale mode, parent and other values.


longname: Phaser.Scale.ScaleManager-zoom
since: 3.16.0
name: zoom
memberof: Phaser.Scale.ScaleManager
type: number
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The game zoom factor.

This value allows you to multiply your games base size by the given zoom factor.
This is then used when calculating the display size, even in `NONE` situations.
If you don't want Phaser to touch the canvas style at all, this value should be 1.

Can also be set to `MAX_ZOOM` in which case the zoom value will be derived based
on the game size and available space within the parent.


longname: Phaser.Scale.ScaleManager-autoRound
since: 3.16.0
name: autoRound
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
If set, the canvas sizes will be automatically passed through Math.floor.
This results in rounded pixel display values, which is important for performance on legacy
and low powered devices, but at the cost of not achieving a 'perfect' fit in some browser windows.


longname: Phaser.Scale.ScaleManager-autoCenter
since: 3.16.0
name: autoCenter
memberof: Phaser.Scale.ScaleManager
type: Phaser.Scale.CenterType
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
Automatically center the canvas within the parent? The different centering modes are:

1. No centering.
2. Center both horizontally and vertically.
3. Center horizontally.
4. Center vertically.

Please be aware that in order to center the game canvas, you must have specified a parent
that has a size set, or the canvas parent is the document.body.


longname: Phaser.Scale.ScaleManager-orientation
since: 3.16.0
name: orientation
memberof: Phaser.Scale.ScaleManager
type: Phaser.Scale.OrientationType
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The current device orientation.

Orientation events are dispatched via the Device Orientation API, typically only on mobile browsers.


longname: Phaser.Scale.ScaleManager-dirty
since: 3.16.0
name: dirty
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
The dirty state of the Scale Manager.
Set if there is a change between the parent size and the current size.


longname: Phaser.Scale.ScaleManager-resizeInterval
since: 3.16.0
name: resizeInterval
memberof: Phaser.Scale.ScaleManager
type: number
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
How many milliseconds should elapse before checking if the browser size has changed?

Most modern browsers dispatch a 'resize' event, which the Scale Manager will listen for.
However, older browsers fail to do this, or do it consistently, so we fall back to a
more traditional 'size check' based on a time interval. You can control how often it is
checked here.


longname: Phaser.Scale.ScaleManager-isPortrait
since: 3.16.0
name: isPortrait
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
Is the device in a portrait orientation as reported by the Orientation API?
This value is usually only available on mobile devices.


longname: Phaser.Scale.ScaleManager-isLandscape
since: 3.16.0
name: isLandscape
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
Is the device in a landscape orientation as reported by the Orientation API?
This value is usually only available on mobile devices.


longname: Phaser.Scale.ScaleManager-isGamePortrait
since: 3.16.0
name: isGamePortrait
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
Are the game dimensions portrait? (i.e. taller than they are wide)

This is different to the device itself being in a portrait orientation.


longname: Phaser.Scale.ScaleManager-isGameLandscape
since: 3.16.0
name: isGameLandscape
memberof: Phaser.Scale.ScaleManager
type: boolean
scope: instance
metafilename: ScaleManager.js
metapath: scale
description:
Are the game dimensions landscape? (i.e. wider than they are tall)

This is different to the device itself being in a landscape orientation.


longname: Phaser.Scene-game
since: 3.0.0
name: game
memberof: Phaser.Scene
type: Phaser.Game
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the Phaser.Game instance.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-anims
since: 3.0.0
name: anims
memberof: Phaser.Scene
type: Phaser.Animations.AnimationManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the global Animation Manager.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-cache
since: 3.0.0
name: cache
memberof: Phaser.Scene
type: Phaser.Cache.CacheManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the global Cache.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-registry
since: 3.0.0
name: registry
memberof: Phaser.Scene
type: Phaser.Data.DataManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the global Data Manager.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-sound
since: 3.0.0
name: sound
memberof: Phaser.Scene
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the Sound Manager.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.

type:
Phaser.Sound.NoAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager | Phaser.Sound.WebAudioSoundManager


longname: Phaser.Scene-textures
since: 3.0.0
name: textures
memberof: Phaser.Scene
type: Phaser.Textures.TextureManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the Texture Manager.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-events
since: 3.0.0
name: events
memberof: Phaser.Scene
type: Phaser.Events.EventEmitter
scope: instance
metafilename: Scene.js
metapath: scene
description:
A Scene specific Event Emitter.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-cameras
since: 3.0.0
name: cameras
memberof: Phaser.Scene
type: Phaser.Cameras.Scene2D.CameraManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Camera Manager.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-add
since: 3.0.0
name: add
memberof: Phaser.Scene
type: Phaser.GameObjects.GameObjectFactory
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Game Object Factory.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-make
since: 3.0.0
name: make
memberof: Phaser.Scene
type: Phaser.GameObjects.GameObjectCreator
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Game Object Creator.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-scene
since: 3.0.0
name: scene
memberof: Phaser.Scene
type: Phaser.Scenes.ScenePlugin
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the Scene Manager Plugin.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-children
since: 3.0.0
name: children
memberof: Phaser.Scene
type: Phaser.GameObjects.DisplayList
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Game Object Display List belonging to this Scene.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-lights
since: 3.0.0
name: lights
memberof: Phaser.Scene
type: Phaser.GameObjects.LightsManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Lights Manager Plugin.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-data
since: 3.0.0
name: data
memberof: Phaser.Scene
type: Phaser.Data.DataManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A Scene specific Data Manager Plugin.

See the `registry` property for the global Data Manager.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-input
since: 3.0.0
name: input
memberof: Phaser.Scene
type: Phaser.Input.InputPlugin
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Input Manager Plugin.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-load
since: 3.0.0
name: load
memberof: Phaser.Scene
type: Phaser.Loader.LoaderPlugin
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Loader Plugin.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-time
since: 3.0.0
name: time
memberof: Phaser.Scene
type: Phaser.Time.Clock
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Time and Clock Plugin.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-tweens
since: 3.0.0
name: tweens
memberof: Phaser.Scene
type: Phaser.Tweens.TweenManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Tween Manager Plugin.

This property will only be available if defined in the Scene Injection Map and the plugin is installed.


longname: Phaser.Scene-physics
since: 3.0.0
name: physics
memberof: Phaser.Scene
type: Phaser.Physics.Arcade.ArcadePhysics
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Arcade Physics Plugin.

This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.


longname: Phaser.Scene-matter
since: 3.0.0
name: matter
memberof: Phaser.Scene
type: Phaser.Physics.Matter.MatterPhysics
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Scene Matter Physics Plugin.

This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.


longname: Phaser.Scene-facebook
since: 3.12.0
name: facebook
memberof: Phaser.Scene
type: Phaser.FacebookInstantGamesPlugin
scope: instance
metafilename: Scene.js
metapath: scene
description:
The Facebook Instant Games Plugin.

This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.


longname: Phaser.Scene-scale
since: 3.16.2
name: scale
memberof: Phaser.Scene
type: Phaser.Scale.ScaleManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the global Scale Manager.

This property will only be available if defined in the Scene Injection Map.


longname: Phaser.Scene-plugins
since: 3.0.0
name: plugins
memberof: Phaser.Scene
type: Phaser.Plugins.PluginManager
scope: instance
metafilename: Scene.js
metapath: scene
description:
A reference to the global Plugin Manager.

The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install
those plugins into Scenes as required.


longname: Phaser.Scenes.SceneManager-keys
since: 3.0.0
name: keys
memberof: Phaser.Scenes.SceneManager
type: Record.<string, Phaser.Scene>
scope: instance
metafilename: SceneManager.js
metapath: scene
description:
An object that maps the keys to the scene so we can quickly get a scene from a key without iteration.


longname: Phaser.Scenes.SceneManager-customViewports
since: 3.12.0
name: customViewports
memberof: Phaser.Scenes.SceneManager
type: number
defaultValue: 0
scope: instance
metafilename: SceneManager.js
metapath: scene
description:
Do any of the Cameras in any of the Scenes require a custom viewport?
If not we can skip scissor tests.


longname: Phaser.Scenes.ScenePlugin-transitionProgress
since: 3.5.0
name: transitionProgress
memberof: Phaser.Scenes.ScenePlugin
type: number
scope: instance
metafilename: ScenePlugin.js
metapath: scene
description:
If this Scene is currently transitioning to another, this holds
the current percentage of the transition progress, between 0 and 1.


longname: Phaser.Scenes.Systems-anims
since: 3.0.0
name: anims
memberof: Phaser.Scenes.Systems
type: Phaser.Animations.AnimationManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Animations Manager.

In the default set-up you can access this from within a Scene via the `this.anims` property.


longname: Phaser.Scenes.Systems-cache
since: 3.0.0
name: cache
memberof: Phaser.Scenes.Systems
type: Phaser.Cache.CacheManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Cache. The Cache stores all files bought in to Phaser via
the Loader, with the exception of images. Images are stored in the Texture Manager.

In the default set-up you can access this from within a Scene via the `this.cache` property.


longname: Phaser.Scenes.Systems-plugins
since: 3.0.0
name: plugins
memberof: Phaser.Scenes.Systems
type: Phaser.Plugins.PluginManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Plugins Manager.

In the default set-up you can access this from within a Scene via the `this.plugins` property.


longname: Phaser.Scenes.Systems-registry
since: 3.0.0
name: registry
memberof: Phaser.Scenes.Systems
type: Phaser.Data.DataManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global registry. This is a game-wide instance of the Data Manager, allowing
you to exchange data between Scenes via a universal and shared point.

In the default set-up you can access this from within a Scene via the `this.registry` property.


longname: Phaser.Scenes.Systems-scale
since: 3.15.0
name: scale
memberof: Phaser.Scenes.Systems
type: Phaser.Scale.ScaleManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Scale Manager.

In the default set-up you can access this from within a Scene via the `this.scale` property.


longname: Phaser.Scenes.Systems-sound
since: 3.0.0
name: sound
memberof: Phaser.Scenes.Systems
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Sound Manager.

In the default set-up you can access this from within a Scene via the `this.sound` property.

type:
Phaser.Sound.NoAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager | Phaser.Sound.WebAudioSoundManager


longname: Phaser.Scenes.Systems-textures
since: 3.0.0
name: textures
memberof: Phaser.Scenes.Systems
type: Phaser.Textures.TextureManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the global Texture Manager.

In the default set-up you can access this from within a Scene via the `this.textures` property.


longname: Phaser.Scenes.Systems-add
since: 3.0.0
name: add
memberof: Phaser.Scenes.Systems
type: Phaser.GameObjects.GameObjectFactory
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Game Object Factory.

Use this to quickly and easily create new Game Object's.

In the default set-up you can access this from within a Scene via the `this.add` property.


longname: Phaser.Scenes.Systems-cameras
since: 3.0.0
name: cameras
memberof: Phaser.Scenes.Systems
type: Phaser.Cameras.Scene2D.CameraManager
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Camera Manager.

Use this to manipulate and create Cameras for this specific Scene.

In the default set-up you can access this from within a Scene via the `this.cameras` property.


longname: Phaser.Scenes.Systems-displayList
since: 3.0.0
name: displayList
memberof: Phaser.Scenes.Systems
type: Phaser.GameObjects.DisplayList
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Display List.

Use this to organize the children contained in the display list.

In the default set-up you can access this from within a Scene via the `this.children` property.


longname: Phaser.Scenes.Systems-events
since: 3.0.0
name: events
memberof: Phaser.Scenes.Systems
type: Phaser.Events.EventEmitter
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Event Manager.

Use this to listen for Scene specific events, such as `pause` and `shutdown`.

In the default set-up you can access this from within a Scene via the `this.events` property.


longname: Phaser.Scenes.Systems-make
since: 3.0.0
name: make
memberof: Phaser.Scenes.Systems
type: Phaser.GameObjects.GameObjectCreator
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Game Object Creator.

Use this to quickly and easily create new Game Object's. The difference between this and the
Game Object Factory, is that the Creator just creates and returns Game Object instances, it
doesn't then add them to the Display List or Update List.

In the default set-up you can access this from within a Scene via the `this.make` property.


longname: Phaser.Scenes.Systems-scenePlugin
since: 3.0.0
name: scenePlugin
memberof: Phaser.Scenes.Systems
type: Phaser.Scenes.ScenePlugin
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene Manager Plugin.

Use this to manipulate both this and other Scene's in your game, for example to launch a parallel Scene,
or pause or resume a Scene, or switch from this Scene to another.

In the default set-up you can access this from within a Scene via the `this.scene` property.


longname: Phaser.Scenes.Systems-updateList
since: 3.0.0
name: updateList
memberof: Phaser.Scenes.Systems
type: Phaser.GameObjects.UpdateList
scope: instance
metafilename: Systems.js
metapath: scene
description:
A reference to the Scene's Update List.

Use this to organize the children contained in the update list.

The Update List is responsible for managing children that need their `preUpdate` methods called,
in order to process so internal components, such as Sprites with Animations.

In the default set-up there is no reference to this from within the Scene itself.


longname: Phaser.Scenes.Systems-sceneUpdate
since: 3.10.0
name: sceneUpdate
memberof: Phaser.Scenes.Systems
type: function
scope: instance
metafilename: Systems.js
metapath: scene
access: private
description:
The Scene Update function.

This starts out as NOOP during init, preload and create, and at the end of create
it swaps to be whatever the Scene.update function is.


longname: Phaser.Sound.BaseSound-totalRate
since: 3.0.0
name: totalRate
memberof: Phaser.Sound.BaseSound
type: number
defaultValue: 1
scope: instance
metafilename: BaseSound.js
metapath: sound
description:
A property that holds the value of sound's actual playback rate,
after its rate and detune values has been combined with global
rate and detune values.


longname: Phaser.Sound.BaseSound-duration
since: 3.0.0
name: duration
memberof: Phaser.Sound.BaseSound
type: number
scope: instance
metafilename: BaseSound.js
metapath: sound
description:
A value representing the duration, in seconds.
It could be total sound duration or a marker duration.


longname: Phaser.Sound.BaseSound-config
since: 3.0.0
name: config
memberof: Phaser.Sound.BaseSound
type: Phaser.Types.Sound.SoundConfig
scope: instance
metafilename: BaseSound.js
metapath: sound
access: private
description:
A config object used to store default sound settings' values.
Default values will be set by properties' setters.


longname: Phaser.Sound.BaseSoundManager-pauseOnBlur
since: 3.0.0
name: pauseOnBlur
memberof: Phaser.Sound.BaseSoundManager
type: boolean
defaultValue: true
scope: instance
metafilename: BaseSoundManager.js
metapath: sound
description:
Flag indicating if sounds should be paused when game looses focus,
for instance when user switches to another tab/program/app.


longname: Phaser.Sound.BaseSoundManager-locked
since: 3.0.0
name: locked
memberof: Phaser.Sound.BaseSoundManager
type: boolean
scope: instance
metafilename: BaseSoundManager.js
metapath: sound
description:
Mobile devices require sounds to be triggered from an explicit user action,
such as a tap, before any sound can be loaded/played on a web page.
Set to true if the audio system is currently locked awaiting user interaction.


longname: Phaser.Sound.BaseSoundManager-unlocked
since: 3.0.0
name: unlocked
memberof: Phaser.Sound.BaseSoundManager
type: boolean
defaultValue: false
scope: instance
metafilename: BaseSoundManager.js
metapath: sound
access: private
description:
Flag used internally for handling when the audio system
has been unlocked, if there ever was a need for it.


longname: Phaser.Sound.BaseSoundManager-rate
since: 3.0.0
name: rate
memberof: Phaser.Sound.BaseSoundManager
type: number
defaultValue: 1
scope: instance
metafilename: BaseSoundManager.js
metapath: sound
description:
Global playback rate at which all the sounds will be played.
Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
and 2.0 doubles the audio's playback speed.


longname: Phaser.Sound.BaseSoundManager-detune
since: 3.0.0
name: detune
memberof: Phaser.Sound.BaseSoundManager
type: number
defaultValue: 0
scope: instance
metafilename: BaseSoundManager.js
metapath: sound
description:
Global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).


longname: Phaser.Sound.HTML5AudioSound-tags
since: 3.0.0
name: tags
memberof: Phaser.Sound.HTML5AudioSound
type: Array.<HTMLAudioElement>
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
access: private
description:
An array containing all HTML5 Audio tags that could be used for individual
sound's playback. Number of instances depends on the config value passed
to the Loader#audio method call, default is 1.


longname: Phaser.Sound.HTML5AudioSound-startTime
since: 3.0.0
name: startTime
memberof: Phaser.Sound.HTML5AudioSound
type: number
defaultValue: 0
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
access: private
description:
Timestamp as generated by the Request Animation Frame or SetTimeout
representing the time at which the delayed sound playback should start.
Set to 0 if sound playback is not delayed.


longname: Phaser.Sound.HTML5AudioSound-previousTime
since: 3.0.0
name: previousTime
memberof: Phaser.Sound.HTML5AudioSound
type: number
defaultValue: 0
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
access: private
description:
Audio tag's playback position recorded on previous
update method call. Set to 0 if sound is not playing.


longname: Phaser.Sound.HTML5AudioSound-rate
since: 3.0.0
name: rate
memberof: Phaser.Sound.HTML5AudioSound
type: number
defaultValue: 1
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
description:
Rate at which this Sound will be played.
Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
and 2.0 doubles the audios playback speed.


longname: Phaser.Sound.HTML5AudioSound-detune
since: 3.0.0
name: detune
memberof: Phaser.Sound.HTML5AudioSound
type: number
defaultValue: 0
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
description:
The detune value of this Sound, given in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).


longname: Phaser.Sound.HTML5AudioSound-seek
since: 3.0.0
name: seek
memberof: Phaser.Sound.HTML5AudioSound
type: number
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
description:
Property representing the position of playback for this sound, in seconds.
Setting it to a specific value moves current playback to that position.
The value given is clamped to the range 0 to current marker duration.
Setting seek of a stopped sound has no effect.


longname: Phaser.Sound.HTML5AudioSound-pan
since: 3.50.0
name: pan
memberof: Phaser.Sound.HTML5AudioSound
type: number
defaultValue: 0
scope: instance
metafilename: HTML5AudioSound.js
metapath: sound/html5
description:
Gets or sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).

Has no audible effect on HTML5 Audio Sound, but still generates the PAN Event.


longname: Phaser.Sound.HTML5AudioSoundManager-override
since: 3.0.0
name: override
memberof: Phaser.Sound.HTML5AudioSoundManager
type: boolean
defaultValue: true
scope: instance
metafilename: HTML5AudioSoundManager.js
metapath: sound/html5
description:
Flag indicating whether if there are no idle instances of HTML5 Audio tag,
for any particular sound, if one of the used tags should be hijacked and used
for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play
call should be ignored.


longname: Phaser.Sound.HTML5AudioSoundManager-audioPlayDelay
since: 3.0.0
name: audioPlayDelay
memberof: Phaser.Sound.HTML5AudioSoundManager
type: number
defaultValue: 0.1
scope: instance
metafilename: HTML5AudioSoundManager.js
metapath: sound/html5
description:
Value representing time difference, in seconds, between calling
play method on an audio tag and when it actually starts playing.
It is used to achieve more accurate delayed sound playback.

You might need to tweak this value to get the desired results
since audio play delay varies depending on the browser/platform.


longname: Phaser.Sound.HTML5AudioSoundManager-loopEndOffset
since: 3.0.0
name: loopEndOffset
memberof: Phaser.Sound.HTML5AudioSoundManager
type: number
defaultValue: 0.05
scope: instance
metafilename: HTML5AudioSoundManager.js
metapath: sound/html5
description:
A value by which we should offset the loop end marker of the
looping sound to compensate for lag, caused by changing audio
tag playback position, in order to achieve gapless looping.

You might need to tweak this value to get the desired results
since loop lag varies depending on the browser/platform.


longname: Phaser.Sound.HTML5AudioSoundManager-lockedActionsQueue
since: 3.0.0
name: lockedActionsQueue
memberof: Phaser.Sound.HTML5AudioSoundManager
type: array
scope: instance
metafilename: HTML5AudioSoundManager.js
metapath: sound/html5
access: private
description:
A queue of all actions performed on sound objects while audio was locked.
Once the audio gets unlocked, after an explicit user interaction,
all actions will be performed in chronological order.
Array of object types: { sound: Phaser.Sound.HTML5AudioSound, name: string, value?: * }


longname: Phaser.Sound.HTML5AudioSoundManager-_volume
since: 3.0.0
name: _volume
memberof: Phaser.Sound.HTML5AudioSoundManager
type: boolean
defaultValue: 1
scope: instance
metafilename: HTML5AudioSoundManager.js
metapath: sound/html5
access: private
description:
Property that actually holds the value of global volume
for HTML5 Audio sound manager implementation.


longname: Phaser.Sound.WebAudioSound-source
since: 3.0.0
name: source
memberof: Phaser.Sound.WebAudioSound
type: AudioBufferSourceNode
defaultValue: null
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
description:
A reference to an audio source node used for playing back audio from
audio data stored in Phaser.Sound.WebAudioSound#audioBuffer.


longname: Phaser.Sound.WebAudioSound-playTime
since: 3.0.0
name: playTime
memberof: Phaser.Sound.WebAudioSound
type: number
defaultValue: 0
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
access: private
description:
The time at which the sound should have started playback from the beginning.
Based on BaseAudioContext.currentTime value.


longname: Phaser.Sound.WebAudioSound-startTime
since: 3.0.0
name: startTime
memberof: Phaser.Sound.WebAudioSound
type: number
defaultValue: 0
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
access: private
description:
The time at which the sound source should have actually started playback.
Based on BaseAudioContext.currentTime value.


longname: Phaser.Sound.WebAudioSound-loopTime
since: 3.0.0
name: loopTime
memberof: Phaser.Sound.WebAudioSound
type: number
defaultValue: 0
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
access: private
description:
The time at which the sound loop source should actually start playback.
Based on BaseAudioContext.currentTime value.


longname: Phaser.Sound.WebAudioSound-rateUpdates
since: 3.0.0
name: rateUpdates
memberof: Phaser.Sound.WebAudioSound
type: array
defaultValue: []
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
access: private
description:
An array where we keep track of all rate updates during playback.
Array of object types: { time: number, rate: number }


longname: Phaser.Sound.WebAudioSound-hasEnded
since: 3.0.0
name: hasEnded
memberof: Phaser.Sound.WebAudioSound
type: boolean
defaultValue: false
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
description:
Used for keeping track when sound source playback has ended
so its state can be updated accordingly.


longname: Phaser.Sound.WebAudioSound-pan
since: 3.50.0
name: pan
memberof: Phaser.Sound.WebAudioSound
type: number
defaultValue: 0
scope: instance
metafilename: WebAudioSound.js
metapath: sound/webaudio
description:
Gets or sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).

Always returns zero on iOS / Safari as it doesn't support the stereo panner node.


longname: Phaser.Structs.List-position
since: 3.0.0
name: position
memberof: Phaser.Structs.List
type: number
defaultValue: 0
scope: instance
metafilename: List.js
metapath: structs
description:
The index of the current element.

This is used internally when iterating through the list with the [#first](#first), [#last](#last), [#get](#get), and [#previous](#previous) properties.


longname: Phaser.Structs.List-next
since: 3.0.0
name: next
memberof: Phaser.Structs.List
type: *
scope: instance
metafilename: List.js
metapath: structs
description:
The next item in the List, or `null` if the entire List has been traversed.

This property can be read successively after reading [#first](#first) or manually setting the [#position](#position) to iterate the List.


longname: Phaser.Structs.List-previous
since: 3.0.0
name: previous
memberof: Phaser.Structs.List
type: *
scope: instance
metafilename: List.js
metapath: structs
description:
The previous item in the List, or `null` if the entire List has been traversed.

This property can be read successively after reading [#last](#last) or manually setting the [#position](#position) to iterate the List backwards.


longname: Phaser.Structs.Set-size
since: 3.0.0
name: size
memberof: Phaser.Structs.Set
type: number
scope: instance
metafilename: Set.js
metapath: structs
description:
The size of this Set. This is the number of entries within it.
Changing the size will truncate the Set if the given value is smaller than the current size.
Increasing the size larger than the current size has no effect.


longname: Phaser.Structs.Size-aspectMode
since: 3.16.0
name: aspectMode
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The aspect mode this Size component will use when calculating its dimensions.
This property is read-only. To change it use the `setAspectMode` method.


longname: Phaser.Structs.Size-aspectRatio
since: 3.16.0
name: aspectRatio
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The proportional relationship between the width and height.

This property is read-only and is updated automatically when either the `width` or `height` properties are changed,
depending on the aspect mode.


longname: Phaser.Structs.Size-minWidth
since: 3.16.0
name: minWidth
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The minimum allowed width.
Cannot be less than zero.
This value is read-only. To change it see the `setMin` method.


longname: Phaser.Structs.Size-minHeight
since: 3.16.0
name: minHeight
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The minimum allowed height.
Cannot be less than zero.
This value is read-only. To change it see the `setMin` method.


longname: Phaser.Structs.Size-snapTo
since: 3.16.0
name: snapTo
memberof: Phaser.Structs.Size
type: Phaser.Math.Vector2
scope: instance
metafilename: Size.js
metapath: structs
description:
A Vector2 containing the horizontal and vertical snap values, which the width and height are snapped to during resizing.

By default this is disabled.

This property is read-only. To change it see the `setSnap` method.


longname: Phaser.Structs.Size-width
since: 3.16.0
name: width
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The width of this Size component.

This value is clamped to the range specified by `minWidth` and `maxWidth`, if enabled.

A width can never be less than zero.

Changing this value will automatically update the `height` if the aspect ratio lock is enabled.
You can also use the `setWidth` and `getWidth` methods.


longname: Phaser.Structs.Size-height
since: 3.16.0
name: height
memberof: Phaser.Structs.Size
type: number
scope: instance
metafilename: Size.js
metapath: structs
description:
The height of this Size component.

This value is clamped to the range specified by `minHeight` and `maxHeight`, if enabled.

A height can never be less than zero.

Changing this value will automatically update the `width` if the aspect ratio lock is enabled.
You can also use the `setHeight` and `getHeight` methods.


longname: Phaser.Textures.CanvasTexture-width
since: 3.7.0
name: width
memberof: Phaser.Textures.CanvasTexture
type: number
scope: instance
metafilename: CanvasTexture.js
metapath: textures
description:
The width of the Canvas.
This property is read-only, if you wish to change it use the `setSize` method.


longname: Phaser.Textures.CanvasTexture-height
since: 3.7.0
name: height
memberof: Phaser.Textures.CanvasTexture
type: number
scope: instance
metafilename: CanvasTexture.js
metapath: textures
description:
The height of the Canvas.
This property is read-only, if you wish to change it use the `setSize` method.


longname: Phaser.Textures.CanvasTexture-data
since: 3.13.0
name: data
memberof: Phaser.Textures.CanvasTexture
type: Uint8ClampedArray
scope: instance
metafilename: CanvasTexture.js
metapath: textures
description:
A Uint8ClampedArray view into the `buffer`.
Use the `update` method to populate this when the canvas changes.
Note that this is unavailable in some browsers, such as Epic Browser, due to their security restrictions.


longname: Phaser.Textures.Frame-rotated
since: 3.0.0
name: rotated
memberof: Phaser.Textures.Frame
type: boolean
defaultValue: false
scope: instance
metafilename: Frame.js
metapath: textures
description:
**CURRENTLY UNSUPPORTED**

Is this frame is rotated or not in the Texture?
Rotation allows you to use rotated frames in texture atlas packing.
It has nothing to do with Sprite rotation.


longname: Phaser.Textures.Frame-realWidth
since: 3.0.0
name: realWidth
memberof: Phaser.Textures.Frame
type: number
scope: instance
metafilename: Frame.js
metapath: textures
description:
The width of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
before being packed.


longname: Phaser.Textures.Frame-realHeight
since: 3.0.0
name: realHeight
memberof: Phaser.Textures.Frame
type: number
scope: instance
metafilename: Frame.js
metapath: textures
description:
The height of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
before being packed.


longname: Phaser.Textures.Texture-source
since: 3.0.0
name: source
memberof: Phaser.Textures.Texture
type: Array.<Phaser.Textures.TextureSource>
scope: instance
metafilename: Texture.js
metapath: textures
description:
An array of TextureSource instances.
These are unique to this Texture and contain the actual Image (or Canvas) data.


longname: Phaser.Textures.Texture-dataSource
since: 3.0.0
name: dataSource
memberof: Phaser.Textures.Texture
type: array
scope: instance
metafilename: Texture.js
metapath: textures
description:
An array of TextureSource data instances.
Used to store additional data images, such as normal maps or specular maps.


longname: Phaser.Textures.Texture-customData
since: 3.0.0
name: customData
memberof: Phaser.Textures.Texture
type: object
scope: instance
metafilename: Texture.js
metapath: textures
description:
Any additional data that was set in the source JSON (if any),
or any extra data you'd like to store relating to this texture


longname: Phaser.Textures.Texture-frameTotal
since: 3.0.0
name: frameTotal
memberof: Phaser.Textures.Texture
type: number
defaultValue: 0
scope: instance
metafilename: Texture.js
metapath: textures
description:
The total number of Frames in this Texture, including the `__BASE` frame.

A Texture will always contain at least 1 frame because every Texture contains a `__BASE` frame by default,
in addition to any extra frames that have been added to it, such as when parsing a Sprite Sheet or Texture Atlas.


longname: Phaser.Textures.TextureManager-list
since: 3.0.0
name: list
memberof: Phaser.Textures.TextureManager
type: object
defaultValue: {}
scope: instance
metafilename: TextureManager.js
metapath: textures
description:
An object that has all of textures that Texture Manager creates.
Textures are assigned to keys so we can access to any texture that this object has directly by key value without iteration.


longname: Phaser.Textures.TextureManager-_tempCanvas
since: 3.0.0
name: _tempCanvas
memberof: Phaser.Textures.TextureManager
type: HTMLCanvasElement
scope: instance
metafilename: TextureManager.js
metapath: textures
access: private
description:
The temporary canvas element to save an pixel data of an arbitrary texture in getPixel() and getPixelAlpha() method.


longname: Phaser.Textures.TextureManager-_tempContext
since: 3.0.0
name: _tempContext
memberof: Phaser.Textures.TextureManager
type: CanvasRenderingContext2D
scope: instance
metafilename: TextureManager.js
metapath: textures
access: private
description:
The context of the temporary canvas element made to save an pixel data in getPixel() and getPixelAlpha() method.


longname: Phaser.Textures.TextureSource-source
since: 3.12.0
name: source
memberof: Phaser.Textures.TextureSource
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The source of the image data.

This is either an Image Element, a Canvas Element, a Video Element, a RenderTexture or a WebGLTexture.

type:
HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | Phaser.GameObjects.RenderTexture | WebGLTexture


longname: Phaser.Textures.TextureSource-width
since: 3.0.0
name: width
memberof: Phaser.Textures.TextureSource
type: number
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The width of the source image. If not specified in the constructor it will check
the `naturalWidth` and then `width` properties of the source image.


longname: Phaser.Textures.TextureSource-height
since: 3.0.0
name: height
memberof: Phaser.Textures.TextureSource
type: number
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The height of the source image. If not specified in the constructor it will check
the `naturalHeight` and then `height` properties of the source image.


longname: Phaser.Textures.TextureSource-glTexture
since: 3.0.0
name: glTexture
memberof: Phaser.Textures.TextureSource
type: WebGLTexture
defaultValue: null
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The WebGL Texture of the source image. If this TextureSource is driven from a WebGLTexture
already, then this is a reference to that WebGLTexture.


longname: Phaser.Textures.TextureSource-glIndex
since: 3.50.0
name: glIndex
memberof: Phaser.Textures.TextureSource
type: number
defaultValue: 0
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The current texture unit index as assigned by the WebGL Renderer.
Un-used in canvas. Should be treated as read-only.


longname: Phaser.Textures.TextureSource-glIndexCounter
since: 3.50.0
name: glIndexCounter
memberof: Phaser.Textures.TextureSource
type: number
defaultValue: -1
scope: instance
metafilename: TextureSource.js
metapath: textures
description:
The counter value when this texture was last assigned an index by the WebGL Renderer.
Un-used in canvas. Should be treated as read-only.


longname: Phaser.Tilemaps.ImageCollection-firstgid
since: 3.0.0
name: firstgid
memberof: Phaser.Tilemaps.ImageCollection
type: number
scope: instance
metafilename: ImageCollection.js
metapath: tilemaps
description:
The Tiled firstgid value.
This is the starting index of the first image index this Image Collection contains.


longname: Phaser.Tilemaps.LayerData-orientation
since: 3.50.0
name: orientation
memberof: Phaser.Tilemaps.LayerData
type: Phaser.Tilemaps.OrientationType
scope: instance
metafilename: LayerData.js
metapath: tilemaps/mapdata
description:
The layers orientation, necessary to be able to determine a tiles pixelX and pixelY as well as the layers width and height.


longname: Phaser.Tilemaps.MapData-renderOrder
since: 3.12.0
name: renderOrder
memberof: Phaser.Tilemaps.MapData
type: string
scope: instance
metafilename: MapData.js
metapath: tilemaps/mapdata
description:
Determines the draw order of tilemap. Default is right-down

0, or 'right-down'
1, or 'left-down'
2, or 'right-up'
3, or 'left-up'


longname: Phaser.Tilemaps.ObjectLayer-objects
since: 3.0.0
name: objects
memberof: Phaser.Tilemaps.ObjectLayer
type: Array.<Phaser.Types.Tilemaps.TiledObject>
scope: instance
metafilename: ObjectLayer.js
metapath: tilemaps/mapdata
description:
An array of all objects on this Object Layer.

Each Tiled object corresponds to a JavaScript object in this array. It has an `id` (unique),
`name` (as assigned in Tiled), `type` (as assigned in Tiled), `rotation` (in clockwise degrees),
`properties` (if any), `visible` state (`true` if visible, `false` otherwise),
`x` and `y` coordinates (in pixels, relative to the tilemap), and a `width` and `height` (in pixels).

An object tile has a `gid` property (GID of the represented tile), a `flippedHorizontal` property,
a `flippedVertical` property, and `flippedAntiDiagonal` property.
The {@link [http://docs.mapeditor.org/en/latest/reference/tmx-map-format/](http://docs.mapeditor.org/en/latest/reference/tmx-map-format/)|Tiled documentation} contains
information on flipping and rotation.

Polylines have a `polyline` property, which is an array of objects corresponding to points,
where each point has an `x` property and a `y` property. Polygons have an identically structured
array in their `polygon` property. Text objects have a `text` property with the text's properties.

Rectangles and ellipses have a `rectangle` or `ellipse` property set to `true`.


longname: Phaser.Tilemaps.Tile-index
since: 3.0.0
name: index
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The index of this tile within the map data corresponding to the tileset, or -1 if this
represents a blank tile.


longname: Phaser.Tilemaps.Tile-baseWidth
since: 3.0.0
name: baseWidth
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The maps base width of a tile in pixels. Tiled maps support multiple tileset sizes
within one map, but they are still placed at intervals of the base tile size.


longname: Phaser.Tilemaps.Tile-baseHeight
since: 3.0.0
name: baseHeight
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The maps base height of a tile in pixels. Tiled maps support multiple tileset sizes
within one map, but they are still placed at intervals of the base tile size.


longname: Phaser.Tilemaps.Tile-pixelX
since: 3.0.0
name: pixelX
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The x coordinate of the top left of this tile in pixels. This is relative to the top left
of the layer this tile is being rendered within. This property does NOT factor in camera
scroll, layer scale or layer position.


longname: Phaser.Tilemaps.Tile-pixelY
since: 3.0.0
name: pixelY
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The y coordinate of the top left of this tile in pixels. This is relative to the top left
of the layer this tile is being rendered within. This property does NOT factor in camera
scroll, layer scale or layer position.


longname: Phaser.Tilemaps.Tile-collideLeft
since: 3.0.0
name: collideLeft
memberof: Phaser.Tilemaps.Tile
type: boolean
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
Whether the tile should collide with any object on the left side.

This property is used by Arcade Physics only, however, you can also use it
in your own checks.


longname: Phaser.Tilemaps.Tile-collideRight
since: 3.0.0
name: collideRight
memberof: Phaser.Tilemaps.Tile
type: boolean
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
Whether the tile should collide with any object on the right side.

This property is used by Arcade Physics only, however, you can also use it
in your own checks.


longname: Phaser.Tilemaps.Tile-collideUp
since: 3.0.0
name: collideUp
memberof: Phaser.Tilemaps.Tile
type: boolean
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
Whether the tile should collide with any object on the top side.

This property is used by Arcade Physics only, however, you can also use it
in your own checks.


longname: Phaser.Tilemaps.Tile-collideDown
since: 3.0.0
name: collideDown
memberof: Phaser.Tilemaps.Tile
type: boolean
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
Whether the tile should collide with any object on the bottom side.

This property is used by Arcade Physics only, however, you can also use it
in your own checks.


longname: Phaser.Tilemaps.Tile-tint
since: 3.0.0
name: tint
memberof: Phaser.Tilemaps.Tile
type: number
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The tint to apply to this tile. Note: tint is currently a single color value instead of
the 4 corner tint component on other GameObjects.


longname: Phaser.Tilemaps.Tile-tileset
since: 3.0.0
name: tileset
memberof: Phaser.Tilemaps.Tile
type: Phaser.Tilemaps.Tileset
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The tileset that contains this Tile. This is null if accessed from a LayerData instance
before the tile is placed in a TilemapLayer, or if the tile has an index that doesn't correspond
to any of the maps tilesets.


longname: Phaser.Tilemaps.Tile-tilemapLayer
since: 3.0.0
name: tilemapLayer
memberof: Phaser.Tilemaps.Tile
type: Phaser.Tilemaps.TilemapLayer
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The tilemap layer that contains this Tile. This will only return null if accessed from a
LayerData instance before the tile is placed within a TilemapLayer.


longname: Phaser.Tilemaps.Tile-tilemap
since: 3.0.0
name: tilemap
memberof: Phaser.Tilemaps.Tile
type: Phaser.Tilemaps.Tilemap
scope: instance
metafilename: Tile.js
metapath: tilemaps
description:
The tilemap that contains this Tile. This will only return null if accessed from a LayerData
instance before the tile is placed within a TilemapLayer.


longname: Phaser.Tilemaps.Tilemap-renderOrder
since: 3.12.0
name: renderOrder
memberof: Phaser.Tilemaps.Tilemap
type: string
scope: instance
metafilename: Tilemap.js
metapath: tilemaps
description:
The render (draw) order of the map data (as specified in Tiled), usually 'right-down'.

The draw orders are:

right-down
left-down
right-up
left-up

This can be changed via the `setRenderOrder` method.


longname: Phaser.Tilemaps.Tilemap-_convert
since: 3.50.0
name: _convert
memberof: Phaser.Tilemaps.Tilemap
type: object
scope: instance
metafilename: Tilemap.js
metapath: tilemaps
access: private
description:
Functions used to handle world to tile, and tile to world, conversion.
Cached here for internal use by public methods such as `worldToTileXY`, etc.


longname: Phaser.Tilemaps.Tilemap-layer
since: 3.0.0
name: layer
memberof: Phaser.Tilemaps.Tilemap
type: Phaser.Tilemaps.LayerData
scope: instance
metafilename: Tilemap.js
metapath: tilemaps
description:
The LayerData object that is currently selected in the map. You can set this property using
any type supported by setLayer.


longname: Phaser.Tilemaps.TilemapLayer-skipCull
since: 3.50.0
name: skipCull
memberof: Phaser.Tilemaps.TilemapLayer
type: boolean
scope: instance
metafilename: TilemapLayer.js
metapath: tilemaps
description:
You can control if the camera should cull tiles on this layer before rendering them or not.

By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.

However, there are some instances when you may wish to disable this, and toggling this flag allows
you to do so. Also see `setSkipCull` for a chainable method that does the same thing.


longname: Phaser.Tilemaps.TilemapLayer-cullPaddingX
since: 3.50.0
name: cullPaddingX
memberof: Phaser.Tilemaps.TilemapLayer
type: number
defaultValue: 1
scope: instance
metafilename: TilemapLayer.js
metapath: tilemaps
description:
The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.

See the method `setCullPadding` for more details.


longname: Phaser.Tilemaps.TilemapLayer-cullPaddingY
since: 3.50.0
name: cullPaddingY
memberof: Phaser.Tilemaps.TilemapLayer
type: number
defaultValue: 1
scope: instance
metafilename: TilemapLayer.js
metapath: tilemaps
description:
The amount of extra tiles to add into the cull rectangle when calculating its vertical size.

See the method `setCullPadding` for more details.


longname: Phaser.Tilemaps.TilemapLayer-cullCallback
since: 3.50.0
name: cullCallback
memberof: Phaser.Tilemaps.TilemapLayer
type: function
scope: instance
metafilename: TilemapLayer.js
metapath: tilemaps
description:
The callback that is invoked when the tiles are culled.

It will call a different function based on the map orientation:

Orthogonal (the default) is `TilemapComponents.CullTiles`
Isometric is `TilemapComponents.IsometricCullTiles`
Hexagonal is `TilemapComponents.HexagonalCullTiles`
Staggered is `TilemapComponents.StaggeredCullTiles`

However, you can override this to call any function you like.

It will be sent 4 arguments:

1. The Phaser.Tilemaps.LayerData object for this Layer
2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
4. The Render Order constant.

See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.


longname: Phaser.Tilemaps.TilemapLayer-_renderOrder
since: 3.50.0
name: _renderOrder
memberof: Phaser.Tilemaps.TilemapLayer
type: number
defaultValue: 0
scope: instance
metafilename: TilemapLayer.js
metapath: tilemaps
access: private
description:
The rendering (draw) order of the tiles in this layer.

The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left,
drawing to the right and then moving down to the next row.

The draw orders are:

0 = right-down
1 = left-down
2 = right-up
3 = left-up

This can be changed via the `setRenderOrder` method.


longname: Phaser.Tilemaps.Tileset-tileProperties
since: 3.0.0
name: tileProperties
memberof: Phaser.Tilemaps.Tileset
type: object
scope: instance
metafilename: Tileset.js
metapath: tilemaps
description:
Tileset-specific properties per tile that are typically defined in the Tiled editor in the
Tileset editor.


longname: Phaser.Tilemaps.Tileset-tileData
since: 3.0.0
name: tileData
memberof: Phaser.Tilemaps.Tileset
type: object
scope: instance
metafilename: Tileset.js
metapath: tilemaps
description:
Tileset-specific data per tile that are typically defined in the Tiled editor, e.g. within
the Tileset collision editor. This is where collision objects and terrain are stored.


longname: Phaser.Tilemaps.Tileset-texCoordinates
since: 3.0.0
name: texCoordinates
memberof: Phaser.Tilemaps.Tileset
type: Array.<object>
scope: instance
metafilename: Tileset.js
metapath: tilemaps
description:
The look-up table to specific tile image texture coordinates (UV in pixels). Each element
contains the coordinates for a tile in an object of the form {x, y}.


longname: Phaser.Time.Clock-now
since: 3.0.0
name: now
memberof: Phaser.Time.Clock
type: number
scope: instance
metafilename: Clock.js
metapath: time
description:
The current time of the Clock, in milliseconds.

If accessed externally, this is equivalent to the `time` parameter normally passed to a Scene's `update` method.


longname: Phaser.Time.Clock-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.Time.Clock
type: number
defaultValue: 1
scope: instance
metafilename: Clock.js
metapath: time
description:
The scale of the Clock's time delta.

The time delta is the time elapsed between two consecutive frames and influences the speed of time for this Clock and anything which uses it, such as its Timer Events. Values higher than 1 increase the speed of time, while values smaller than 1 decrease it. A value of 0 freezes time and is effectively equivalent to pausing the Clock.


longname: Phaser.Time.Clock-paused
since: 3.0.0
name: paused
memberof: Phaser.Time.Clock
type: boolean
defaultValue: false
scope: instance
metafilename: Clock.js
metapath: time
description:
Whether the Clock is paused (`true`) or active (`false`).

When paused, the Clock will not update any of its Timer Events, thus freezing time.


longname: Phaser.Time.Clock-_active
since: 3.0.0
name: _active
memberof: Phaser.Time.Clock
type: Array.<Phaser.Time.TimerEvent>
defaultValue: []
scope: instance
metafilename: Clock.js
metapath: time
access: private
description:
An array of all Timer Events whose delays haven't expired - these are actively updating Timer Events.


longname: Phaser.Time.TimerEvent-startAt
since: 3.0.0
name: startAt
memberof: Phaser.Time.TimerEvent
type: number
defaultValue: 0
scope: instance
metafilename: TimerEvent.js
metapath: time
description:
Start this many MS into the elapsed (useful if you want a long duration with repeat, but for the first loop to fire quickly)


longname: Phaser.Time.TimerEvent-elapsed
since: 3.0.0
name: elapsed
memberof: Phaser.Time.TimerEvent
type: number
defaultValue: 0
scope: instance
metafilename: TimerEvent.js
metapath: time
description:
The time in milliseconds which has elapsed since the Timer Event's creation.

This value is local for the Timer Event and is relative to its Clock. As such, it's influenced by the Clock's time scale and paused state, the Timer Event's initial [#startAt](#startAt) property, and the Timer Event's [#timeScale](#timeScale) and [#paused](#paused) state.


longname: Phaser.Time.TimerEvent-hasDispatched
since: 3.0.0
name: hasDispatched
memberof: Phaser.Time.TimerEvent
type: boolean
defaultValue: false
scope: instance
metafilename: TimerEvent.js
metapath: time
description:
Whether the Timer Event's function has been called.

When the Timer Event fires, this property will be set to `true` before the callback function is invoked and will be reset immediately afterward if the Timer Event should repeat. The value of this property does not directly influence whether the Timer Event will be removed from its Clock, but can prevent it from firing.


longname: Phaser.Tweens.Timeline-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.Tweens.Timeline
type: number
defaultValue: 1
scope: instance
metafilename: Timeline.js
metapath: tweens
description:
Scales the time applied to this Timeline. A value of 1 runs in real-time. A value of 0.5 runs 50% slower, and so on.
Value isn't used when calculating total duration of the Timeline, it's a run-time delta adjustment only.


longname: Phaser.Tweens.Timeline-loop
since: 3.0.0
name: loop
memberof: Phaser.Tweens.Timeline
type: number
defaultValue: 0
scope: instance
metafilename: Timeline.js
metapath: tweens
description:
Loop this Timeline? Can be -1 for an infinite loop, or an integer.
When enabled it will play through ALL Tweens again (use Tween.repeat to loop a single tween)


longname: Phaser.Tweens.Timeline-completeDelay
since: 3.0.0
name: completeDelay
memberof: Phaser.Tweens.Timeline
type: number
defaultValue: 0
scope: instance
metafilename: Timeline.js
metapath: tweens
description:
Time in ms/frames before the 'onComplete' event fires. This never fires if loop = true (as it never completes)


longname: Phaser.Tweens.Timeline-duration
since: 3.0.0
name: duration
memberof: Phaser.Tweens.Timeline
type: number
defaultValue: 0
scope: instance
metafilename: Timeline.js
metapath: tweens
description:
Time in ms/frames for the whole Timeline to play through once, excluding loop amounts and loop delays.


longname: Phaser.Tweens.Timeline-callbacks
since: 3.0.0
name: callbacks
memberof: Phaser.Tweens.Timeline
type: object
scope: instance
metafilename: Timeline.js
metapath: tweens
description:
An object containing the different Tween callback functions.

You can either set these in the Tween config, or by calling the `Tween.setCallback` method.

`onComplete` When the Timeline finishes playback fully or `Timeline.stop` is called. Never invoked if timeline is set to repeat infinitely.
`onLoop` When a Timeline loops.
`onStart` When the Timeline starts playing.
`onUpdate` When a Timeline updates a child Tween.
`onYoyo` When a Timeline starts a yoyo.


longname: Phaser.Tweens.Tween-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.Tweens.Tween
type: number
defaultValue: 1
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Scales the time applied to this Tween. A value of 1 runs in real-time. A value of 0.5 runs 50% slower, and so on.
Value isn't used when calculating total duration of the tween, it's a run-time delta adjustment only.


longname: Phaser.Tweens.Tween-loop
since: 3.0.0
name: loop
memberof: Phaser.Tweens.Tween
type: number
defaultValue: 0
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Loop this tween? Can be -1 for an infinite loop, or an integer.
When enabled it will play through ALL TweenDatas again. Use TweenData.repeat to loop a single element.


longname: Phaser.Tweens.Tween-startDelay
since: 3.19.0
name: startDelay
memberof: Phaser.Tweens.Tween
type: number
defaultValue: 0
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Time in ms/frames before the 'onStart' event fires.
This is the shortest `delay` value across all of the TweenDatas of this Tween.


longname: Phaser.Tweens.Tween-hasStarted
since: 3.19.0
name: hasStarted
memberof: Phaser.Tweens.Tween
type: boolean
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Has this Tween started playback yet?
This boolean is toggled when the Tween leaves the 'delayed' state and starts running.


longname: Phaser.Tweens.Tween-isSeeking
since: 3.19.0
name: isSeeking
memberof: Phaser.Tweens.Tween
type: boolean
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Is this Tween currently seeking?
This boolean is toggled in the `Tween.seek` method.
When a tween is seeking it will not dispatch any events or callbacks.


longname: Phaser.Tweens.Tween-completeDelay
since: 3.0.0
name: completeDelay
memberof: Phaser.Tweens.Tween
type: number
defaultValue: 0
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
Time in ms/frames before the 'onComplete' event fires. This never fires if loop = -1 (as it never completes)


longname: Phaser.Tweens.Tween-callbacks
since: 3.0.0
name: callbacks
memberof: Phaser.Tweens.Tween
type: object
scope: instance
metafilename: Tween.js
metapath: tweens/tween
description:
An object containing the different Tween callback functions.

You can either set these in the Tween config, or by calling the `Tween.setCallback` method.

`onActive` When the Tween is moved from the pending to the active list in the Tween Manager, even if playback paused.
`onStart` When the Tween starts playing after a delayed state. Will happen at the same time as `onActive` if it has no delay.
`onYoyo` When a TweenData starts a yoyo. This happens _after_ the `hold` delay expires, if set.
`onRepeat` When a TweenData repeats playback. This happens _after_ the `repeatDelay` expires, if set.
`onComplete` When the Tween finishes playback fully. Never invoked if tween is set to repeat infinitely.
`onUpdate` When a TweenData updates a property on a source target during playback.
`onLoop` When a Tween loops. This happens _after_ the `loopDelay` expires, if set.


longname: Phaser.Tweens.TweenManager-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.Tweens.TweenManager
type: number
defaultValue: 1
scope: instance
metafilename: TweenManager.js
metapath: tweens
description:
The time scale of the Tween Manager.

This value scales the time delta between two frames, thus influencing the speed of time for all Tweens owned by this Tween Manager.


longname: Phaser.Tweens.TweenManager-_add
since: 3.0.0
name: _add
memberof: Phaser.Tweens.TweenManager
type: array
scope: instance
metafilename: TweenManager.js
metapath: tweens
access: private
description:
An array of Tweens and Timelines which will be added to the Tween Manager at the start of the frame.


longname: Phaser.Tweens.TweenManager-_active
since: 3.0.0
name: _active
memberof: Phaser.Tweens.TweenManager
type: array
scope: instance
metafilename: TweenManager.js
metapath: tweens
access: private
description:
An array of Tweens and Timelines which are still incomplete and are actively processed by the Tween Manager.


longname: Phaser.Tweens.TweenManager-_destroy
since: 3.0.0
name: _destroy
memberof: Phaser.Tweens.TweenManager
type: array
scope: instance
metafilename: TweenManager.js
metapath: tweens
access: private
description:
An array of Tweens and Timelines which will be removed from the Tween Manager at the start of the frame.


longname: Phaser.Tweens.TweenManager-_toProcess
since: 3.0.0
name: _toProcess
memberof: Phaser.Tweens.TweenManager
type: number
defaultValue: 0
scope: instance
metafilename: TweenManager.js
metapath: tweens
access: private
description:
The number of Tweens and Timelines which need to be processed by the Tween Manager at the start of the frame.


longname: Phaser.FacebookInstantGamesPlugin-data
since: 3.13.0
name: data
memberof: Phaser.FacebookInstantGamesPlugin
type: Phaser.Data.DataManager
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
A Data Manager instance.
It allows you to store, query and retrieve any key/value data you may need to store.
It's also used internally by the plugin to store FBIG API data.


longname: Phaser.FacebookInstantGamesPlugin-supportedAPIs
since: 3.13.0
name: supportedAPIs
memberof: Phaser.FacebookInstantGamesPlugin
type: Array.<string>
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
A list of the Facebook Instant Games APIs that are available,
based on the given platform, context and user privacy settings.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-entryPoint
since: 3.13.0
name: entryPoint
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
Holds the entry point that the game was launched from.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-entryPointData
since: 3.13.0
name: entryPointData
memberof: Phaser.FacebookInstantGamesPlugin
type: any
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
An object that contains any data associated with the entry point that the game was launched from.
The contents of the object are developer-defined, and can occur from entry points on different platforms.
This will return null for older mobile clients, as well as when there is no data associated with the particular entry point.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-contextID
since: 3.13.0
name: contextID
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
A unique identifier for the current game context. This represents a specific context
that the game is being played in (for example, a particular messenger conversation or facebook post).
The identifier will be null if game is being played in a solo context.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-contextType
since: 3.13.0
name: contextType
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
The current context in which your game is running. This can be either `null` or
one of:

`POST` - The game is running inside of a Facebook post.
`THREAD` - The game is running inside a Facebook Messenger thread.
`GROUP` - The game is running inside a Facebook Group.
`SOLO` - This is the default context, the player is the only participant.

This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-locale
since: 3.13.0
name: locale
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
The current locale.
See [https://origincache.facebook.com/developers/resources/?id=FacebookLocales.xml](https://origincache.facebook.com/developers/resources/?id=FacebookLocales.xml) for a complete list of supported locale values.
Use this to determine what languages the current game should be localized with.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-platform
since: 3.13.0
name: platform
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
The platform on which the game is currently running, i.e. `IOS`.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-version
since: 3.13.0
name: version
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
The string representation of the Facebook Instant Games SDK version being used.
This value is populated automatically during boot.


longname: Phaser.FacebookInstantGamesPlugin-playerID
since: 3.13.0
name: playerID
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
Holds the id of the player. This is a string based ID, the same as `FBInstant.player.getID()`.
This value is populated automatically during boot if the API is supported.


longname: Phaser.FacebookInstantGamesPlugin-playerName
since: 3.13.0
name: playerName
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
The player's localized display name.
This value is populated automatically during boot if the API is supported.


longname: Phaser.FacebookInstantGamesPlugin-playerPhotoURL
since: 3.13.0
name: playerPhotoURL
memberof: Phaser.FacebookInstantGamesPlugin
type: string
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
A url to the player's public profile photo. The photo will always be a square, and with dimensions
of at least 200x200. When rendering it in the game, the exact dimensions should never be assumed to be constant.
It's recommended to always scale the image to a desired size before rendering.
This value is populated automatically during boot if the API is supported.


longname: Phaser.FacebookInstantGamesPlugin-paymentsReady
since: 3.13.0
name: paymentsReady
memberof: Phaser.FacebookInstantGamesPlugin
type: boolean
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
Does the current platform and context allow for use of the payments API?
Currently this is only available on Facebook.com and Android 6+.


longname: Phaser.FacebookInstantGamesPlugin-purchases
since: 3.13.0
name: purchases
memberof: Phaser.FacebookInstantGamesPlugin
type: Array.<Purchase>
scope: instance
metafilename: FacebookInstantGamesPlugin.js
description:
Contains all of the player's unconsumed purchases.
The game must fetch the current player's purchases as soon as the client indicates that it is ready to perform payments-related operations,
i.e. at game start. The game can then process and consume any purchases that are waiting to be consumed.


longname: Phaser.FacebookInstantGamesLeaderboard-contextID
since: 3.13.0
name: contextID
memberof: Phaser.FacebookInstantGamesLeaderboard
type: string
scope: instance
metafilename: Leaderboard.js
description:
The ID of the context that the leaderboard is associated with, or null if the leaderboard is not tied to a particular context.


longname: Phaser.FacebookInstantGamesLeaderboard-entryCount
since: 3.13.0
name: entryCount
memberof: Phaser.FacebookInstantGamesLeaderboard
type: integer
scope: instance
metafilename: Leaderboard.js
description:
The total number of player entries in the leaderboard.
This value defaults to zero. Populate it via the `getEntryCount()` method.


longname: Phaser.FacebookInstantGamesLeaderboard-playerScore
since: 3.13.0
name: playerScore
memberof: Phaser.FacebookInstantGamesLeaderboard
type: LeaderboardScore
scope: instance
metafilename: Leaderboard.js
description:
The players score object.
This value defaults to `null`. Populate it via the `getPlayerScore()` method.


longname: Phaser.FacebookInstantGamesLeaderboard-scores
since: 3.13.0
name: scores
memberof: Phaser.FacebookInstantGamesLeaderboard
type: Array.<LeaderboardScore>
scope: instance
metafilename: Leaderboard.js
description:
The scores in the Leaderboard from the currently requested range.
This value defaults to an empty array. Populate it via the `getScores()` method.
The contents of this array are reset each time `getScores()` is called.


# constants

longname: Phaser.AUTO
since: 3.0.0
name: AUTO
memberof: Phaser
type: number
scope: static
metafilename: const.js
description:
This setting will auto-detect if the browser is capable of suppporting WebGL.
If it is, it will use the WebGL Renderer. If not, it will fall back to the Canvas Renderer.


longname: Phaser.WEBGL
since: 3.0.0
name: WEBGL
memberof: Phaser
type: number
scope: static
metafilename: const.js
description:
Forces Phaser to use the WebGL Renderer. If the browser does not support it, there is
no fallback to Canvas with this setting, so you should trap it and display a suitable
message to the user.


longname: Phaser.HEADLESS
since: 3.0.0
name: HEADLESS
memberof: Phaser
type: number
scope: static
metafilename: const.js
description:
A Headless Renderer doesn't create either a Canvas or WebGL Renderer. However, it still
absolutely relies on the DOM being present and available. This mode is meant for unit testing,
not for running Phaser on the server, which is something you really shouldn't do.


longname: Phaser.FOREVER
since: 3.0.0
name: FOREVER
memberof: Phaser
type: number
scope: static
metafilename: const.js
description:
In Phaser the value -1 means 'forever' in lots of cases, this const allows you to use it instead
to help you remember what the value is doing in your code.


longname: Phaser.Core.Config-renderType
since: 3.0.0
name: renderType
memberof: Phaser.Core.Config
type: number
scope: instance
metafilename: Config.js
metapath: core
description:
Force Phaser to use a specific renderer. Can be `CONST.CANVAS`, `CONST.WEBGL`, `CONST.HEADLESS` or `CONST.AUTO` (default)


longname: Phaser.Core.Config-seed
since: 3.0.0
name: seed
memberof: Phaser.Core.Config
type: Array.<string>
scope: instance
metafilename: Config.js
metapath: core
description:
A seed which the Random Data Generator will use. If not given, a dynamic seed based on the time is used.


longname: Phaser.Core.Config-autoFocus
since: 3.0.0
name: autoFocus
memberof: Phaser.Core.Config
type: boolean
scope: instance
metafilename: Config.js
metapath: core
description:
If `true` the window will automatically be given focus immediately and on any future mousedown event.


longname: Phaser.Core.Config-inputKeyboardCapture
since: 3.0.0
name: inputKeyboardCapture
memberof: Phaser.Core.Config
type: Array.<number>
scope: instance
metafilename: Config.js
metapath: core
description:
`preventDefault` will be called on every non-modified key which has a key code in this array. By default, it is empty.


longname: Phaser.Core.Config-inputActivePointers
since: 3.0.0
name: inputActivePointers
memberof: Phaser.Core.Config
type: number
scope: instance
metafilename: Config.js
metapath: core
description:
The number of Pointer objects created by default. In a mouse-only, or non-multi touch game, you can leave this as 1.


longname: Phaser.Core.Config-inputSmoothFactor
since: 3.0.0
name: inputSmoothFactor
memberof: Phaser.Core.Config
type: number
scope: instance
metafilename: Config.js
metapath: core
description:
The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}.


longname: Phaser.Core.Config-pipeline
since: 3.0.0
name: pipeline
memberof: Phaser.Core.Config
type: Phaser.Types.Core.PipelineConfig
scope: instance
metafilename: Config.js
metapath: core
description:
An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.


longname: Phaser.Core.Config-desynchronized
since: 3.0.0
name: desynchronized
memberof: Phaser.Core.Config
type: boolean
scope: instance
metafilename: Config.js
metapath: core
description:
When set to `true` it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.


longname: Phaser.Core.Config-pixelArt
since: 3.0.0
name: pixelArt
memberof: Phaser.Core.Config
type: boolean
scope: instance
metafilename: Config.js
metapath: core
description:
Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode).


longname: Phaser.Core.Config-clearBeforeRender
since: 3.0.0
name: clearBeforeRender
memberof: Phaser.Core.Config
type: boolean
scope: instance
metafilename: Config.js
metapath: core
description:
Whether the game canvas will be cleared between each rendering frame. You can disable this if you have a full-screen background image or game object.


longname: Phaser.Core.Config-backgroundColor
since: 3.0.0
name: backgroundColor
memberof: Phaser.Core.Config
type: Phaser.Display.Color
scope: instance
metafilename: Config.js
metapath: core
description:
The background color of the game canvas. The default is black. This value is ignored if `transparent` is set to `true`.


longname: Phaser.Core.Config-preBoot
since: 3.0.0
name: preBoot
memberof: Phaser.Core.Config
type: Phaser.Types.Core.BootCallback
scope: instance
metafilename: Config.js
metapath: core
description:
Called before Phaser boots. Useful for initializing anything not related to Phaser that Phaser may require while booting.


longname: Phaser.Core.Config-defaultPhysicsSystem
since: 3.0.0
name: defaultPhysicsSystem
memberof: Phaser.Core.Config
type: boolean|string
scope: instance
metafilename: Config.js
metapath: core
description:
The default physics system. It will be started for each scene. Either 'arcade', 'impact' or 'matter'.


longname: Phaser.Core.Config-loaderCrossOrigin
since: 3.0.0
name: loaderCrossOrigin
memberof: Phaser.Core.Config
type: string|undefined
scope: instance
metafilename: Config.js
metapath: core
description:
'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}.


longname: Phaser.Core.Config-missingImage
since: 3.0.0
name: missingImage
memberof: Phaser.Core.Config
type: string
scope: instance
metafilename: Config.js
metapath: core
description:
A base64 encoded PNG that will be used as the default texture when a texture is assigned that is missing or not loaded.


longname: Phaser.Core.Config-whiteImage
since: 3.0.0
name: whiteImage
memberof: Phaser.Core.Config
type: string
scope: instance
metafilename: Config.js
metapath: core
description:
A base64 encoded PNG that will be used as the default texture when a texture is assigned that is white or not loaded.


longname: Phaser.GameObjects.GameObject.RENDER_MASK
since: 3.0.0
name: RENDER_MASK
memberof: Phaser.GameObjects.GameObject
type: number
scope: static
metafilename: GameObject.js
metapath: gameobjects
description:
The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.


longname: Phaser.Math.Vector2.ZERO
since: 3.1.0
name: ZERO
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static zero Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector2.RIGHT
since: 3.16.0
name: RIGHT
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static right Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector2.LEFT
since: 3.16.0
name: LEFT
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static left Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector2.UP
since: 3.16.0
name: UP
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static up Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector2.DOWN
since: 3.16.0
name: DOWN
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static down Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector2.ONE
since: 3.16.0
name: ONE
memberof: Phaser.Math.Vector2
type: Phaser.Math.Vector2
scope: static
metafilename: Vector2.js
metapath: math
description:
A static one Vector2 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.ZERO
since: 3.16.0
name: ZERO
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static zero Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.RIGHT
since: 3.16.0
name: RIGHT
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static right Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.LEFT
since: 3.16.0
name: LEFT
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static left Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.UP
since: 3.16.0
name: UP
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static up Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.DOWN
since: 3.16.0
name: DOWN
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static down Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.FORWARD
since: 3.16.0
name: FORWARD
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static forward Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.BACK
since: 3.16.0
name: BACK
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static back Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.Math.Vector3.ONE
since: 3.16.0
name: ONE
memberof: Phaser.Math.Vector3
type: Phaser.Math.Vector3
scope: static
metafilename: Vector3.js
metapath: math
description:
A static one Vector3 for use by reference.

This constant is meant for comparison operations and should not be modified directly.


longname: Phaser.BlendModes.NORMAL
since: 3.0.0
name: NORMAL
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Normal blend mode. For Canvas and WebGL.
This is the default setting and draws new shapes on top of the existing canvas content.


longname: Phaser.BlendModes.ADD
since: 3.0.0
name: ADD
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Add blend mode. For Canvas and WebGL.
Where both shapes overlap the color is determined by adding color values.


longname: Phaser.BlendModes.MULTIPLY
since: 3.0.0
name: MULTIPLY
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Multiply blend mode. For Canvas and WebGL.
The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.


longname: Phaser.BlendModes.SCREEN
since: 3.0.0
name: SCREEN
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Screen blend mode. For Canvas and WebGL.
The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)


longname: Phaser.BlendModes.OVERLAY
since: 3.0.0
name: OVERLAY
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Overlay blend mode. For Canvas only.
A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.


longname: Phaser.BlendModes.COLOR_BURN
since: 3.0.0
name: COLOR_BURN
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Color Burn blend mode. For Canvas only.
Divides the inverted bottom layer by the top layer, and then inverts the result.


longname: Phaser.BlendModes.HARD_LIGHT
since: 3.0.0
name: HARD_LIGHT
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Hard Light blend mode. For Canvas only.
A combination of multiply and screen like overlay, but with top and bottom layer swapped.


longname: Phaser.BlendModes.SOFT_LIGHT
since: 3.0.0
name: SOFT_LIGHT
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Soft Light blend mode. For Canvas only.
A softer version of hard-light. Pure black or white does not result in pure black or white.


longname: Phaser.BlendModes.DIFFERENCE
since: 3.0.0
name: DIFFERENCE
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Difference blend mode. For Canvas only.
Subtracts the bottom layer from the top layer or the other way round to always get a positive value.


longname: Phaser.BlendModes.HUE
since: 3.0.0
name: HUE
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Hue blend mode. For Canvas only.
Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.


longname: Phaser.BlendModes.SATURATION
since: 3.0.0
name: SATURATION
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Saturation blend mode. For Canvas only.
Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.


longname: Phaser.BlendModes.COLOR
since: 3.0.0
name: COLOR
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Color blend mode. For Canvas only.
Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.


longname: Phaser.BlendModes.LUMINOSITY
since: 3.0.0
name: LUMINOSITY
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Luminosity blend mode. For Canvas only.
Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.


longname: Phaser.BlendModes.SOURCE_IN
since: 3.0.0
name: SOURCE_IN
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Source-in blend mode. For Canvas only.
The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.


longname: Phaser.BlendModes.SOURCE_OUT
since: 3.0.0
name: SOURCE_OUT
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Source-out blend mode. For Canvas only.
The new shape is drawn where it doesn't overlap the existing canvas content.


longname: Phaser.BlendModes.SOURCE_ATOP
since: 3.0.0
name: SOURCE_ATOP
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Source-out blend mode. For Canvas only.
The new shape is only drawn where it overlaps the existing canvas content.


longname: Phaser.BlendModes.DESTINATION_OVER
since: 3.0.0
name: DESTINATION_OVER
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Destination-over blend mode. For Canvas only.
New shapes are drawn behind the existing canvas content.


longname: Phaser.BlendModes.DESTINATION_IN
since: 3.0.0
name: DESTINATION_IN
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Destination-in blend mode. For Canvas only.
The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.


longname: Phaser.BlendModes.DESTINATION_OUT
since: 3.0.0
name: DESTINATION_OUT
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Destination-out blend mode. For Canvas only.
The existing content is kept where it doesn't overlap the new shape.


longname: Phaser.BlendModes.DESTINATION_ATOP
since: 3.0.0
name: DESTINATION_ATOP
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Destination-out blend mode. For Canvas only.
The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.


longname: Phaser.BlendModes.LIGHTER
since: 3.0.0
name: LIGHTER
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Lighten blend mode. For Canvas only.
Where both shapes overlap the color is determined by adding color values.


longname: Phaser.BlendModes.XOR
since: 3.0.0
name: XOR
memberof: Phaser.BlendModes
type: number
scope: static
metafilename: BlendModes.js
metapath: renderer
description:
Xor blend mode. For Canvas only.
Shapes are made transparent where both overlap and drawn normal everywhere else.


longname: Phaser.Scale.Center.NO_CENTER
since: 3.16.0
name: NO_CENTER
memberof: Phaser.Scale.Center
type: number
scope: static
metafilename: CENTER_CONST.js
metapath: scale/const
description:
The game canvas is not centered within the parent by Phaser.
You can still center it yourself via CSS.


longname: Phaser.Scale.Center.CENTER_BOTH
since: 3.16.0
name: CENTER_BOTH
memberof: Phaser.Scale.Center
type: number
scope: static
metafilename: CENTER_CONST.js
metapath: scale/const
description:
The game canvas is centered both horizontally and vertically within the parent.
To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the
game canvas, and does not factor in any other CSS styles you may have applied.


longname: Phaser.Scale.Center.CENTER_HORIZONTALLY
since: 3.16.0
name: CENTER_HORIZONTALLY
memberof: Phaser.Scale.Center
type: number
scope: static
metafilename: CENTER_CONST.js
metapath: scale/const
description:
The game canvas is centered horizontally within the parent.
To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the
game canvas, and does not factor in any other CSS styles you may have applied.


longname: Phaser.Scale.Center.CENTER_VERTICALLY
since: 3.16.0
name: CENTER_VERTICALLY
memberof: Phaser.Scale.Center
type: number
scope: static
metafilename: CENTER_CONST.js
metapath: scale/const
description:
The game canvas is centered both vertically within the parent.
To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the
game canvas, and does not factor in any other CSS styles you may have applied.


longname: Phaser.Scale.ScaleModes.NONE
since: 3.16.0
name: NONE
memberof: Phaser.Scale.ScaleModes
type: number
scope: static
metafilename: SCALE_MODE_CONST.js
metapath: scale/const
description:
No scaling happens at all. The canvas is set to the size given in the game config and Phaser doesn't change it
again from that point on. If you change the canvas size, either via CSS, or directly via code, then you need
to call the Scale Managers `resize` method to give the new dimensions, or input events will stop working.


longname: Phaser.Scale.ScaleModes.FIT
since: 3.16.0
name: FIT
memberof: Phaser.Scale.ScaleModes
type: number
scope: static
metafilename: SCALE_MODE_CONST.js
metapath: scale/const
description:
The width and height are automatically adjusted to fit inside the given target area,
while keeping the aspect ratio. Depending on the aspect ratio there may be some space
inside the area which is not covered.


longname: Phaser.Scale.ScaleModes.ENVELOP
since: 3.16.0
name: ENVELOP
memberof: Phaser.Scale.ScaleModes
type: number
scope: static
metafilename: SCALE_MODE_CONST.js
metapath: scale/const
description:
The width and height are automatically adjusted to make the size cover the entire target
area while keeping the aspect ratio. This may extend further out than the target size.


longname: Phaser.Scale.Zoom.MAX_ZOOM
since: 3.16.0
name: MAX_ZOOM
memberof: Phaser.Scale.Zoom
type: number
scope: static
metafilename: ZOOM_CONST.js
metapath: scale/const
description:
Calculate the zoom value based on the maximum multiplied game size that will
fit into the parent, or browser window if no parent is set.


longname: Phaser.Structs.Size.FIT
since: 3.16.0
name: FIT
memberof: Phaser.Structs.Size
type: number
scope: static
metafilename: Size.js
metapath: structs
description:
The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered.


longname: Phaser.Structs.Size.ENVELOP
since: 3.16.0
name: ENVELOP
memberof: Phaser.Structs.Size
type: number
scope: static
metafilename: Size.js
metapath: structs
description:
The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size.


# functions

longname: Phaser.Actions.AlignTo
since: 3.22.0
name: AlignTo
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,position:number,offsetX?:number,offsetY?:number
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: AlignTo.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have public `x` and `y` properties, and aligns them next to each other.

The first item isn't moved. The second item is aligned next to the first, then the third next to the second, and so on.


longname: Phaser.Actions.Angle
since: 3.0.0
name: Angle
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: Angle.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `angle` property,
and then adds the given value to each of their `angle` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `Angle(group.getChildren(), value, step)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,value:number,step?:number,index?:number,direction?:number


longname: Phaser.Actions.Call
since: 3.0.0
name: Call
memberof: Phaser.Actions
description: Takes an array of objects and passes each of them to the given callback.
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that was passed to this Action.
metafilename: Call.js
metapath: actions
signature:
items:array|Array.<Phaser.GameObjects.GameObject>,callback:Phaser.Types.Actions.CallCallback,context:*


longname: Phaser.Actions.GetFirst
since: 3.0.0
name: GetFirst
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,compare:object,index?:number
returnstype: object|Phaser.GameObjects.GameObject
returnsdescription: The first object in the array that matches the comparison object, or `null` if no match was found.
metafilename: GetFirst.js
metapath: actions
description:
Takes an array of objects and returns the first element in the array that has properties which match
all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`
then it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1.

To use this with a Group: `GetFirst(group.getChildren(), compare, index)`


longname: Phaser.Actions.GetLast
since: 3.3.0
name: GetLast
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,compare:object,index?:number
returnstype: object|Phaser.GameObjects.GameObject
returnsdescription: The last object in the array that matches the comparison object, or `null` if no match was found.
metafilename: GetLast.js
metapath: actions
description:
Takes an array of objects and returns the last element in the array that has properties which match
all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`
then it would return the last item which had the property `scaleX` set to 0.5 and `alpha` set to 1.

To use this with a Group: `GetLast(group.getChildren(), compare, index)`


longname: Phaser.Actions.GridAlign
since: 3.0.0
name: GridAlign
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,options:Phaser.Types.Actions.GridAlignConfig
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: GridAlign.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have public `x` and `y` properties,
and then aligns them based on the grid configuration given to this action.


longname: Phaser.Actions.IncAlpha
since: 3.0.0
name: IncAlpha
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: IncAlpha.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `alpha` property,
and then adds the given value to each of their `alpha` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `IncAlpha(group.getChildren(), value, step)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,value:number,step?:number,index?:number,direction?:number


longname: Phaser.Actions.IncX
since: 3.0.0
name: IncX
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: IncX.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `x` property,
and then adds the given value to each of their `x` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `IncX(group.getChildren(), value, step)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,value:number,step?:number,index?:number,direction?:number


longname: Phaser.Actions.IncXY
since: 3.0.0
name: IncXY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: IncXY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have public `x` and `y` properties,
and then adds the given value to each of them.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `IncXY(group.getChildren(), x, y, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,x:number,y?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.IncY
since: 3.0.0
name: IncY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: IncY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `y` property,
and then adds the given value to each of their `y` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `IncY(group.getChildren(), value, step)`


longname: Phaser.Actions.PlaceOnCircle
since: 3.0.0
name: PlaceOnCircle
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: PlaceOnCircle.js
metapath: actions
description:
Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Circle.

If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,circle:Phaser.Geom.Circle,startAngle?:number,endAngle?:number


longname: Phaser.Actions.PlaceOnEllipse
since: 3.0.0
name: PlaceOnEllipse
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: PlaceOnEllipse.js
metapath: actions
description:
Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of an Ellipse.

If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,ellipse:Phaser.Geom.Ellipse,startAngle?:number,endAngle?:number


longname: Phaser.Actions.PlaceOnRectangle
since: 3.0.0
name: PlaceOnRectangle
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,rect:Phaser.Geom.Rectangle,shift?:number
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: PlaceOnRectangle.js
metapath: actions
description:
Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Rectangle.

Placement starts from the top-left of the rectangle, and proceeds in a clockwise direction.
If the `shift` parameter is given you can offset where placement begins.


longname: Phaser.Actions.PlaceOnTriangle
since: 3.0.0
name: PlaceOnTriangle
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,triangle:Phaser.Geom.Triangle,stepRate?:number
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: PlaceOnTriangle.js
metapath: actions
description:
Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle.

If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property.


longname: Phaser.Actions.PlayAnimation
since: 3.0.0
name: PlayAnimation
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: PlayAnimation.js
metapath: actions
description:
Play an animation on all Game Objects in the array that have an Animation component.

You can pass either an animation key, or an animation configuration object for more control over the playback.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,ignoreIfPlaying?:boolean


longname: Phaser.Actions.PropertyValueInc
since: 3.3.0
name: PropertyValueInc
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: PropertyValueInc.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public property as defined in `key`,
and then adds the given value to it.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `PropertyValueInc(group.getChildren(), key, value, step)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,key:string,value:number,step?:number,index?:number,direction?:number


longname: Phaser.Actions.PropertyValueSet
since: 3.3.0
name: PropertyValueSet
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: PropertyValueSet.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public property as defined in `key`,
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `PropertyValueSet(group.getChildren(), key, value, step)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,key:string,value:number,step?:number,index?:number,direction?:number


longname: Phaser.Actions.RandomCircle
since: 3.0.0
name: RandomCircle
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,circle:Phaser.Geom.Circle
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: RandomCircle.js
metapath: actions
description:
Takes an array of Game Objects and positions them at random locations within the Circle.

If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property.


longname: Phaser.Actions.RandomEllipse
since: 3.0.0
name: RandomEllipse
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,ellipse:Phaser.Geom.Ellipse
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: RandomEllipse.js
metapath: actions
description:
Takes an array of Game Objects and positions them at random locations within the Ellipse.

If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property.


longname: Phaser.Actions.RandomLine
since: 3.0.0
name: RandomLine
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,line:Phaser.Geom.Line
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: RandomLine.js
metapath: actions
description:
Takes an array of Game Objects and positions them at random locations on the Line.

If you wish to pass a `Phaser.GameObjects.Line` Shape to this function, you should pass its `geom` property.


longname: Phaser.Actions.RandomTriangle
since: 3.0.0
name: RandomTriangle
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,triangle:Phaser.Geom.Triangle
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: RandomTriangle.js
metapath: actions
description:
Takes an array of Game Objects and positions them at random locations within the Triangle.

If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property.


longname: Phaser.Actions.Rotate
since: 3.0.0
name: Rotate
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: Rotate.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `rotation` property,
and then adds the given value to each of their `rotation` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `Rotate(group.getChildren(), value, step)`


longname: Phaser.Actions.ScaleX
since: 3.0.0
name: ScaleX
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: ScaleX.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `scaleX` property,
and then adds the given value to each of their `scaleX` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `ScaleX(group.getChildren(), value, step)`


longname: Phaser.Actions.ScaleXY
since: 3.0.0
name: ScaleXY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: ScaleXY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have public `scaleX` and `scaleY` properties,
and then adds the given value to each of them.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `ScaleXY(group.getChildren(), scaleX, scaleY, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,scaleX:number,scaleY?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.ScaleY
since: 3.0.0
name: ScaleY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: ScaleY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have a public `scaleY` property,
and then adds the given value to each of their `scaleY` properties.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `ScaleY(group.getChildren(), value, step)`


longname: Phaser.Actions.SetAlpha
since: 3.0.0
name: SetAlpha
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetAlpha.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `alpha`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetAlpha(group.getChildren(), value, step)`


longname: Phaser.Actions.SetBlendMode
since: 3.0.0
name: SetBlendMode
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,value:number,index?:number,direction?:number
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetBlendMode.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `blendMode`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetBlendMode(group.getChildren(), value)`


longname: Phaser.Actions.SetDepth
since: 3.0.0
name: SetDepth
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetDepth.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `depth`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetDepth(group.getChildren(), value, step)`


longname: Phaser.Actions.SetHitArea
since: 3.0.0
name: SetHitArea
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: SetHitArea.js
metapath: actions
description:
Passes all provided Game Objects to the Input Manager to enable them for input with identical areas and callbacks.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,hitArea:*,hitAreaCallback:Phaser.Types.Input.HitAreaCallback


longname: Phaser.Actions.SetOrigin
since: 3.0.0
name: SetOrigin
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetOrigin.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public properties `originX` and `originY`
and then sets them to the given values.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetOrigin(group.getChildren(), originX, originY, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,originX:number,originY?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.SetRotation
since: 3.0.0
name: SetRotation
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetRotation.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `rotation`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetRotation(group.getChildren(), value, step)`


longname: Phaser.Actions.SetScale
since: 3.0.0
name: SetScale
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScale.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public properties `scaleX` and `scaleY`
and then sets them to the given values.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScale(group.getChildren(), scaleX, scaleY, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,scaleX:number,scaleY?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.SetScaleX
since: 3.0.0
name: SetScaleX
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScaleX.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `scaleX`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScaleX(group.getChildren(), value, step)`


longname: Phaser.Actions.SetScaleY
since: 3.0.0
name: SetScaleY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScaleY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `scaleY`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScaleY(group.getChildren(), value, step)`


longname: Phaser.Actions.SetScrollFactor
since: 3.21.0
name: SetScrollFactor
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScrollFactor.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public properties `scrollFactorX` and `scrollFactorY`
and then sets them to the given values.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScrollFactor(group.getChildren(), scrollFactorX, scrollFactorY, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,scrollFactorX:number,scrollFactorY?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.SetScrollFactorX
since: 3.21.0
name: SetScrollFactorX
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScrollFactorX.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `scrollFactorX`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScrollFactorX(group.getChildren(), value, step)`


longname: Phaser.Actions.SetScrollFactorY
since: 3.21.0
name: SetScrollFactorY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetScrollFactorY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `scrollFactorY`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetScrollFactorY(group.getChildren(), value, step)`


longname: Phaser.Actions.SetTint
since: 3.0.0
name: SetTint
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: SetTint.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public method setTint() and then updates it to the given value(s). You can specify tint color per corner or provide only one color value for `topLeft` parameter, in which case whole item will be tinted with that color.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,topLeft:number,topRight?:number,bottomLeft?:number,bottomRight?:number


longname: Phaser.Actions.SetVisible
since: 3.0.0
name: SetVisible
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>,value:boolean,index?:number,direction?:number
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetVisible.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `visible`
and then sets it to the given value.

To use this with a Group: `SetVisible(group.getChildren(), value)`


longname: Phaser.Actions.SetX
since: 3.0.0
name: SetX
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetX.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `x`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetX(group.getChildren(), value, step)`


longname: Phaser.Actions.SetXY
since: 3.0.0
name: SetXY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetXY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public properties `x` and `y`
and then sets them to the given values.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetXY(group.getChildren(), x, y, stepX, stepY)`

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,x:number,y?:number,stepX?:number,stepY?:number,index?:number,direction?:number


longname: Phaser.Actions.SetY
since: 3.0.0
name: SetY
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of objects that were passed to this Action.
metafilename: SetY.js
metapath: actions
description:
Takes an array of Game Objects, or any objects that have the public property `y`
and then sets it to the given value.

The optional `step` property is applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetY(group.getChildren(), value, step)`


longname: Phaser.Actions.ShiftPosition
since: 3.0.0
name: ShiftPosition
memberof: Phaser.Actions
scope: static
returnstype: Phaser.Math.Vector2
returnsdescription: The output vector.
metafilename: ShiftPosition.js
metapath: actions
description:
Iterate through the items array changing the position of each element to be that of the element that came before
it in the array (or after it if direction = 1)

The first items position is set to x/y.

The final x/y coords are returned

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,x:number,y:number,direction?:number,output?:Phaser.Math.Vector2|object


longname: Phaser.Actions.SmootherStep
since: 3.0.0
name: SmootherStep
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: SmootherStep.js
metapath: actions
description:
Smootherstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,property:string,min:number,max:number,inc?:boolean


longname: Phaser.Actions.SmoothStep
since: 3.0.0
name: SmoothStep
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: SmoothStep.js
metapath: actions
description:
Smoothstep is a sigmoid-like interpolation and clamping function.

The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,property:string,min:number,max:number,inc?:boolean


longname: Phaser.Actions.Spread
since: 3.0.0
name: Spread
memberof: Phaser.Actions
scope: static
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that were passed to this Action.
metafilename: Spread.js
metapath: actions
description:
Takes an array of Game Objects and then modifies their `property` so the value equals, or is incremented, by the
calculated spread value.

The spread value is derived from the given `min` and `max` values and the total number of items in the array.

For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call:

```javascript
Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1);
```

signature:
items:array|Array.<Phaser.GameObjects.GameObject>,property:string,min:number,max:number,inc?:boolean


longname: Phaser.Actions.ToggleVisible
since: 3.0.0
name: ToggleVisible
memberof: Phaser.Actions
scope: static
signature: items:array|Array.<Phaser.GameObjects.GameObject>
returnstype: array|Array.<Phaser.GameObjects.GameObject>
returnsdescription: The array of Game Objects that was passed to this Action.
metafilename: ToggleVisible.js
metapath: actions
description:
Takes an array of Game Objects and toggles the visibility of each one.
Those previously `visible = false` will become `visible = true`, and vice versa.


longname: Phaser.Animations.Animation-getFirstTick
since: 3.0.0
name: getFirstTick
memberof: Phaser.Animations.Animation
scope: instance
signature: state:Phaser.Animations.AnimationState
metafilename: Animation.js
metapath: animations
access: protected
description:
Called internally when this Animation first starts to play.
Sets the accumulator and nextTick properties.


longname: Phaser.Animations.Animation-getFrames
since: 3.0.0
name: getFrames
memberof: Phaser.Animations.Animation
description: Creates AnimationFrame instances based on the given frame data.
scope: instance
returnstype: Array.<Phaser.Animations.AnimationFrame>
returnsdescription: An array of newly created AnimationFrame instances.
metafilename: Animation.js
metapath: animations
signature:
textureManager:Phaser.Textures.TextureManager,frames:string|Array.<Phaser.Types.Animations.AnimationFrame>,defaultTextureKey?:string


longname: Phaser.Animations.Animation-previousFrame
since: 3.0.0
name: previousFrame
memberof: Phaser.Animations.Animation
scope: instance
signature: state:Phaser.Animations.AnimationState
metafilename: Animation.js
metapath: animations
description:
Called internally when the Animation is playing backwards.
Sets the previous frame, causing a yoyo, repeat, complete or update, accordingly.


longname: Phaser.Animations.Animation-removeFrame
since: 3.0.0
name: removeFrame
memberof: Phaser.Animations.Animation
scope: instance
signature: frame:Phaser.Animations.AnimationFrame
returnstype: Phaser.Animations.Animation
returnsdescription: This Animation object.
metafilename: Animation.js
metapath: animations
description:
Removes the given AnimationFrame from this Animation instance.
This is a global action. Any Game Object using this Animation will be impacted by this change.


longname: Phaser.Animations.Animation-removeFrameAt
since: 3.0.0
name: removeFrameAt
memberof: Phaser.Animations.Animation
scope: instance
signature: index:number
returnstype: Phaser.Animations.Animation
returnsdescription: This Animation object.
metafilename: Animation.js
metapath: animations
description:
Removes a frame from the AnimationFrame array at the provided index
and updates the animation accordingly.


longname: Phaser.Animations.Animation-repeatAnimation
since: 3.0.0
name: repeatAnimation
memberof: Phaser.Animations.Animation
scope: instance
signature: state:Phaser.Animations.AnimationState
metafilename: Animation.js
metapath: animations
description:
Called internally during playback. Forces the animation to repeat, providing there are enough counts left
in the repeat counter.

fires:
Phaser.Animations.Events.ANIMATION_REPEAT,Phaser.Animations.Events.SPRITE_ANIMATION_REPEAT,Phaser.Animations.Events.SPRITE_ANIMATION_KEY_REPEAT


longname: Phaser.Animations.Animation-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Animations.Animation
scope: instance
metafilename: Animation.js
metapath: animations
description:
Destroys this Animation instance. It will remove all event listeners,
remove this animation and its key from the global Animation Manager,
and then destroy all Animation Frames in turn.


longname: Phaser.Animations.AnimationManager-addMix
since: 3.50.0
name: addMix
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: animA:string|Phaser.Animations.Animation,animB:string|Phaser.Animations.Animation,delay:number
returnstype: Phaser.Animations.AnimationManager
returnsdescription: This Animation Manager.
metafilename: AnimationManager.js
metapath: animations
description:
Adds a mix between two animations.

Mixing allows you to specify a unique delay between a pairing of animations.

When playing Animation A on a Game Object, if you then play Animation B, and a
mix exists, it will wait for the specified delay to be over before playing Animation B.

This allows you to customise smoothing between different types of animation, such
as blending between an idle and a walk state, or a running and a firing state.

Note that mixing is only applied if you use the `Sprite.play` method. If you opt to use
`playAfterRepeat` or `playAfterDelay` instead, those will take priority and the mix
delay will not be used.

To update an existing mix, just call this method with the new delay.

To remove a mix pairing, see the `removeMix` method.


longname: Phaser.Animations.AnimationManager-removeMix
since: 3.50.0
name: removeMix
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: animA:string|Phaser.Animations.Animation,animB?:string|Phaser.Animations.Animation
returnstype: Phaser.Animations.AnimationManager
returnsdescription: This Animation Manager.
metafilename: AnimationManager.js
metapath: animations
description:
Removes a mix between two animations.

Mixing allows you to specify a unique delay between a pairing of animations.

Calling this method lets you remove those pairings. You can either remove
it between `animA` and `animB`, or if you do not provide the `animB` parameter,
it will remove all `animA` mixes.

If you wish to update an existing mix instead, call the `addMix` method with the
new delay.


longname: Phaser.Animations.AnimationManager-getMix
since: 3.50.0
name: getMix
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: animA:string|Phaser.Animations.Animation,animB:string|Phaser.Animations.Animation
returnstype: number
returnsdescription: The mix duration, or zero if no mix exists.
metafilename: AnimationManager.js
metapath: animations
description:
Returns the mix delay between two animations.

If no mix has been set-up, this method will return zero.

If you wish to create, or update, a new mix, call the `addMix` method.
If you wish to remove a mix, call the `removeMix` method.


longname: Phaser.Animations.AnimationManager-exists
since: 3.16.0
name: exists
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: key:string
returnstype: boolean
metafilename: AnimationManager.js
metapath: animations
description:
Checks to see if the given key is already in use within the Animation Manager or not.

Animations are global. Keys created in one scene can be used from any other Scene in your game. They are not Scene specific.

returnsdescription:
`true` if the Animation already exists in the Animation Manager, or `false` if the key is available.


longname: Phaser.Animations.AnimationManager-createFromAseprite
since: 3.50.0
name: createFromAseprite
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: key:string,tags?:Array.<string>
returnstype: Array.<Phaser.Animations.Animation>
returnsdescription: An array of Animation instances that were successfully created.
metafilename: AnimationManager.js
metapath: animations
description:
Create one, or more animations from a loaded Aseprite JSON file.

Aseprite is a powerful animated sprite editor and pixel art tool.

You can find more details at [https://www.aseprite.org/](https://www.aseprite.org/)

To export a compatible JSON file in Aseprite, please do the following:

1. Go to "File - Export Sprite Sheet"

2. On the **Layout** tab:
2a. Set the "Sheet type" to "Packed"
2b. Set the "Constraints" to "None"
2c. Check the "Merge Duplicates" checkbox

3. On the **Sprite** tab:
3a. Set "Layers" to "Visible layers"
3b. Set "Frames" to "All frames", unless you only wish to export a sub-set of tags

4. On the **Borders** tab:
4a. Check the "Trim Sprite" and "Trim Cells" options
4b. Ensure "Border Padding", "Spacing" and "Inner Padding" are all > 0 (1 is usually enough)

5. On the **Output** tab:
5a. Check "Output File", give your image a name and make sure you choose "png files" as the file type
5b. Check "JSON Data" and give your json file a name
5c. The JSON Data type can be either a Hash or Array, Phaser doesn't mind.
5d. Make sure "Tags" is checked in the Meta options
5e. In the "Item Filename" input box, make sure it says just "{frame}" and nothing more.

6. Click export

This was tested with Aseprite 1.2.25.

This will export a png and json file which you can load using the Aseprite Loader, i.e.:

```javascript
function preload ()
{
    this.load.path = 'assets/animations/aseprite/';
    this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
}
```

Once loaded, you can call this method from within a Scene with the 'atlas' key:

```javascript
this.anims.createFromAseprite('paladin');
```

Any animations defined in the JSON will now be available to use in Phaser and you play them
via their Tag name. For example, if you have an animation called 'War Cry' on your Aseprite timeline,
you can play it in Phaser using that Tag name:

```javascript
this.add.sprite(400, 300).play('War Cry');
```

When calling this method you can optionally provide an array of tag names, and only those animations
will be created. For example:

```javascript
this.anims.createFromAseprite('paladin', [ 'step', 'War Cry', 'Magnum Break' ]);
```

This will only create the 3 animations defined. Note that the tag names are case-sensitive.


longname: Phaser.Animations.AnimationManager-create
since: 3.0.0
name: create
memberof: Phaser.Animations.AnimationManager
scope: instance
fires: Phaser.Animations.Events.ADD_ANIMATION
signature: config:Phaser.Types.Animations.Animation
returnstype: Phaser.Animations.Animation|false
returnsdescription: The Animation that was created, or `false` if the key is already in use.
metafilename: AnimationManager.js
metapath: animations
description:
Creates a new Animation and adds it to the Animation Manager.

Animations are global. Once created, you can use them in any Scene in your game. They are not Scene specific.

If an invalid key is given this method will return `false`.

If you pass the key of an animation that already exists in the Animation Manager, that animation will be returned.

A brand new animation is only created if the key is valid and not already in use.

If you wish to re-use an existing key, call `AnimationManager.remove` first, then this method.


longname: Phaser.Animations.AnimationManager-fromJSON
since: 3.0.0
name: fromJSON
memberof: Phaser.Animations.AnimationManager
description: Loads this Animation Manager's Animations and settings from a JSON object.
scope: instance
returnstype: Array.<Phaser.Animations.Animation>
returnsdescription: An array containing all of the Animation objects that were created as a result of this call.
metafilename: AnimationManager.js
metapath: animations
signature:
data:string|Phaser.Types.Animations.JSONAnimations|Phaser.Types.Animations.JSONAnimation,clearCurrentAnimations?:boolean


longname: Phaser.Animations.AnimationManager-generateFrameNames
since: 3.0.0
name: generateFrameNames
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: key:string,config?:Phaser.Types.Animations.GenerateFrameNames
returnstype: Array.<Phaser.Types.Animations.AnimationFrame>
returnsdescription: The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
metafilename: AnimationManager.js
metapath: animations
description:
Generate an array of [Phaser.Types.Animations.AnimationFrame](Phaser.Types.Animations.AnimationFrame) objects from a texture key and configuration object.

Generates objects with string based frame names, as configured by the given [Phaser.Types.Animations.GenerateFrameNames](Phaser.Types.Animations.GenerateFrameNames).

It's a helper method, designed to make it easier for you to extract all of the frame names from texture atlases.
If you're working with a sprite sheet, see the `generateFrameNumbers` method instead.

Example:

If you have a texture atlases loaded called `gems` and it contains 6 frames called `ruby_0001`, `ruby_0002`, and so on,
then you can call this method using: `this.anims.generateFrameNames('gems', { prefix: 'ruby_', end: 6, zeroPad: 4 })`.

The `end` value tells it to look for 6 frames, incrementally numbered, all starting with the prefix `ruby_`. The `zeroPad`
value tells it how many zeroes pad out the numbers. To create an animation using this method, you can do:

```javascript
this.anims.create({
  key: 'ruby',
  repeat: -1,
  frames: this.anims.generateFrameNames('gems', {
    prefix: 'ruby_',
    end: 6,
    zeroPad: 4
  })
});
```

Please see the animation examples for further details.


longname: Phaser.Animations.AnimationManager-generateFrameNumbers
since: 3.0.0
name: generateFrameNumbers
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: key:string,config:Phaser.Types.Animations.GenerateFrameNumbers
returnstype: Array.<Phaser.Types.Animations.AnimationFrame>
returnsdescription: The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
metafilename: AnimationManager.js
metapath: animations
description:
Generate an array of [Phaser.Types.Animations.AnimationFrame](Phaser.Types.Animations.AnimationFrame) objects from a texture key and configuration object.

Generates objects with numbered frame names, as configured by the given [Phaser.Types.Animations.GenerateFrameNumbers](Phaser.Types.Animations.GenerateFrameNumbers).

If you're working with a texture atlas, see the `generateFrameNames` method instead.

It's a helper method, designed to make it easier for you to extract frames from sprite sheets.
If you're working with a texture atlas, see the `generateFrameNames` method instead.

Example:

If you have a sprite sheet loaded called `explosion` and it contains 12 frames, then you can call this method using:

`this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 })`.

The `end` value of 11 tells it to stop after the 12th frame has been added, because it started at zero.

To create an animation using this method, you can do:

```javascript
this.anims.create({
  key: 'boom',
  frames: this.anims.generateFrameNames('explosion', {
    start: 0,
    end: 11
  })
});
```

Note that `start` is optional and you don't need to include it if the animation starts from frame 0.

To specify an animation in reverse, swap the `start` and `end` values.

If the frames are not sequential, you may pass an array of frame numbers instead, for example:

`this.anims.generateFrameNumbers('explosion', { frames: [ 0, 1, 2, 1, 2, 3, 4, 0, 1, 2 ] })`

Please see the animation examples and `GenerateFrameNumbers` config docs for further details.


longname: Phaser.Animations.AnimationManager-play
since: 3.0.0
name: play
memberof: Phaser.Animations.AnimationManager
description: Play an animation on the given Game Objects that have an Animation Component.
scope: instance
returnstype: Phaser.Animations.AnimationManager
returnsdescription: This Animation Manager.
metafilename: AnimationManager.js
metapath: animations
signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,children:Phaser.GameObjects.GameObject|Array.<Phaser.GameObjects.GameObject>


longname: Phaser.Animations.AnimationManager-staggerPlay
since: 3.0.0
name: staggerPlay
memberof: Phaser.Animations.AnimationManager
scope: instance
returnstype: Phaser.Animations.AnimationManager
returnsdescription: This Animation Manager.
metafilename: AnimationManager.js
metapath: animations
description:
Takes an array of Game Objects that have an Animation Component and then
starts the given animation playing on them. The start time of each Game Object
is offset, incrementally, by the `stagger` amount.

For example, if you pass an array with 4 children and a stagger time of 1000,
the delays will be:

child 1: 1000ms delay
child 2: 2000ms delay
child 3: 3000ms delay
child 4: 4000ms delay

If you set the `staggerFirst` parameter to `false` they would be:

child 1: 0ms delay
child 2: 1000ms delay
child 3: 2000ms delay
child 4: 3000ms delay

You can also set `stagger` to be a negative value. If it was -1000, the above would be:

child 1: 3000ms delay
child 2: 2000ms delay
child 3: 1000ms delay
child 4: 0ms delay

signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,children:Phaser.GameObjects.GameObject|Array.<Phaser.GameObjects.GameObject>,stagger:number,staggerFirst?:boolean


longname: Phaser.Animations.AnimationManager-remove
since: 3.0.0
name: remove
memberof: Phaser.Animations.AnimationManager
scope: instance
fires: Phaser.Animations.Events.REMOVE_ANIMATION
signature: key:string
returnstype: Phaser.Animations.Animation
returnsdescription: The Animation instance that was removed from the Animation Manager.
metafilename: AnimationManager.js
metapath: animations
description:
Removes an Animation from this Animation Manager, based on the given key.

This is a global action. Once an Animation has been removed, no Game Objects
can carry on using it.


longname: Phaser.Animations.AnimationManager-toJSON
since: 3.0.0
name: toJSON
memberof: Phaser.Animations.AnimationManager
scope: instance
signature: key?:string
returnstype: Phaser.Types.Animations.JSONAnimations
returnsdescription: The resulting JSONAnimations formatted object.
metafilename: AnimationManager.js
metapath: animations
description:
Returns the Animation data as JavaScript object based on the given key.
Or, if not key is defined, it will return the data of all animations as array of objects.


longname: Phaser.Animations.AnimationManager-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Animations.AnimationManager
scope: instance
metafilename: AnimationManager.js
metapath: animations
overrides: Phaser.Events.EventEmitter#destroy
description:
Destroy this Animation Manager and clean up animation definitions and references to other objects.
This method should not be called directly. It will be called automatically as a response to a `destroy` event from the Phaser.Game instance.


longname: Phaser.Animations.AnimationState-chain
since: 3.16.0
name: chain
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Sets an animation, or an array of animations, to be played in the future, after the current one completes or stops.

The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc,
or have one of the `stop` methods called.

An animation set to repeat forever will never enter a completed state unless stopped.

You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` event).

Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.

Call this method with no arguments to reset all currently chained animations.

signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig|Array.<string>|Array.<Phaser.Animations.Animation>|Array.<Phaser.Types.Animations.PlayAnimationConfig>


longname: Phaser.Animations.AnimationState-getName
since: 3.50.0
name: getName
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: string
returnsdescription: The key of the Animation currently loaded into this component, or an empty string if none loaded.
metafilename: AnimationState.js
metapath: animations
description:
Returns the key of the animation currently loaded into this component.

Prior to Phaser 3.50 this method was called `getCurrentKey`.


longname: Phaser.Animations.AnimationState-getFrameName
since: 3.50.0
name: getFrameName
memberof: Phaser.Animations.AnimationState
description: Returns the key of the animation frame currently displayed by this component.
scope: instance
returnstype: string
metafilename: AnimationState.js
metapath: animations
returnsdescription:
The key of the Animation Frame currently displayed by this component, or an empty string if no animation has been loaded.


longname: Phaser.Animations.AnimationState-pause
since: 3.0.0
name: pause
memberof: Phaser.Animations.AnimationState
scope: instance
signature: atFrame?:Phaser.Animations.AnimationFrame
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Pause the current animation and set the `isPlaying` property to `false`.
You can optionally pause it at a specific frame.


longname: Phaser.Animations.AnimationState-resume
since: 3.0.0
name: resume
memberof: Phaser.Animations.AnimationState
scope: instance
signature: fromFrame?:Phaser.Animations.AnimationFrame
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
You can optionally tell it to start playback from a specific frame.


longname: Phaser.Animations.AnimationState-playAfterDelay
since: 3.50.0
name: playAfterDelay
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_START
signature: key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,delay:number
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Waits for the specified delay, in milliseconds, then starts playback of the given animation.

If the animation _also_ has a delay value set in its config, it will be **added** to the delay given here.

If an animation is already running and a new animation is given to this method, it will wait for
the given delay before starting the new animation.

If no animation is currently running, the given one begins after the delay.

Prior to Phaser 3.50 this method was called 'delayedPlay' and the parameters were in the reverse order.


longname: Phaser.Animations.AnimationState-playAfterRepeat
since: 3.50.0
name: playAfterRepeat
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_START
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Waits for the current animation to complete the `repeatCount` number of repeat cycles, then starts playback
of the given animation.

You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an
idle animation to a walking animation, by making them blend smoothly into each other.

If no animation is currently running, the given one will start immediately.

signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,repeatCount?:number


longname: Phaser.Animations.AnimationState-play
since: 3.0.0
name: play
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_START
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Start playing the given animation on this Sprite.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without
having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created
from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

```javascript
var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);
```

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
you can call the `Animation.create` method instead. It accepts the exact same parameters as when
creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

```javascript
this.add.sprite(x, y).play('run');
```

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config
object instead:

```javascript
this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });
```

When playing an animation on a Sprite it will first check to see if it can find a matching key
locally within the Sprite. If it can, it will play the local animation. If not, it will then
search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't
have conflicting keys.

See the documentation for the `PlayAnimationConfig` config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,ignoreIfPlaying?:boolean


longname: Phaser.Animations.AnimationState-playReverse
since: 3.12.0
name: playReverse
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_START
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Start playing the given animation on this Sprite, in reverse.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without
having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created
from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

```javascript
var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);
```

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
you can call the `Animation.create` method instead. It accepts the exact same parameters as when
creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

```javascript
this.add.sprite(x, y).playReverse('run');
```

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config
object instead:

```javascript
this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });
```

When playing an animation on a Sprite it will first check to see if it can find a matching key
locally within the Sprite. If it can, it will play the local animation. If not, it will then
search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't
have conflicting keys.

See the documentation for the `PlayAnimationConfig` config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

signature:
key:string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig,ignoreIfPlaying?:boolean


longname: Phaser.Animations.AnimationState-startAnimation
since: 3.50.0
name: startAnimation
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_START
signature: key:string|Phaser.Types.Animations.PlayAnimationConfig
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Load the animation based on the key and set-up all of the internal values
needed for playback to start. If there is no delay, it will also fire the start events.


longname: Phaser.Animations.AnimationState-getProgress
since: 3.4.0
name: getProgress
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: number
returnsdescription: The progress of the current animation in frames, between 0 and 1.
metafilename: AnimationState.js
metapath: animations
description:
Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.

The value is based on the current frame and how far that is in the animation, it is not based on
the duration of the animation.


longname: Phaser.Animations.AnimationState-setProgress
since: 3.4.0
name: setProgress
memberof: Phaser.Animations.AnimationState
scope: instance
signature: value?:number
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Takes a value between 0 and 1 and uses it to set how far this animation is through playback.

Does not factor in repeats or yoyos, but does handle playing forwards or backwards.

The value is based on the current frame and how far that is in the animation, it is not based on
the duration of the animation.


longname: Phaser.Animations.AnimationState-setRepeat
since: 3.4.0
name: setRepeat
memberof: Phaser.Animations.AnimationState
scope: instance
signature: value:number
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Sets the number of times that the animation should repeat after its first play through.
For example, if repeat is 1, the animation will play a total of twice: the initial play plus 1 repeat.

To repeat indefinitely, use -1.
The value should always be an integer.

Calling this method only works if the animation is already running. Otherwise, any
value specified here will be overwritten when the next animation loads in. To avoid this,
use the `repeat` property of the `PlayAnimationConfig` object instead.


longname: Phaser.Animations.AnimationState-restart
since: 3.0.0
name: restart
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_RESTART
signature: includeDelay?:boolean,resetRepeats?:boolean
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Restarts the current animation from its beginning.

You can optionally reset the delay and repeat counters as well.

Calling this will fire the `ANIMATION_RESTART` event immediately.

If you `includeDelay` then it will also fire the `ANIMATION_START` event once
the delay has expired, otherwise, playback will just begin immediately.


longname: Phaser.Animations.AnimationState-complete
since: 3.50.0
name: complete
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_COMPLETE
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
The current animation has completed. This dispatches the `ANIMATION_COMPLETE` event.

This method is called by the Animation instance and should not usually be invoked directly.

If no animation is loaded, no events will be dispatched.

If another animation has been queued for playback, it will be started after the events fire.


longname: Phaser.Animations.AnimationState-stop
since: 3.0.0
name: stop
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_STOP
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Immediately stops the current animation from playing and dispatches the `ANIMATION_STOP` event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the `chain` method) then it will start playing.


longname: Phaser.Animations.AnimationState-stopAfterDelay
since: 3.4.0
name: stopAfterDelay
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_STOP
signature: delay:number
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Stops the current animation from playing after the specified time delay, given in milliseconds.

It then dispatches the `ANIMATION_STOP` event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the `chain` method) then it will start playing,
when the current one stops.


longname: Phaser.Animations.AnimationState-stopAfterRepeat
since: 3.50.0
name: stopAfterRepeat
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_STOP
signature: repeatCount?:number
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Stops the current animation from playing when it next repeats.

It then dispatches the `ANIMATION_STOP` event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the `chain` method) then it will start playing,
when the current one stops.

Prior to Phaser 3.50 this method was called `stopOnRepeat` and had no parameters.


longname: Phaser.Animations.AnimationState-stopOnFrame
since: 3.4.0
name: stopOnFrame
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_STOP
signature: frame:Phaser.Animations.AnimationFrame
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that owns this Animation Component.
metafilename: AnimationState.js
metapath: animations
description:
Stops the current animation from playing when it next sets the given frame.
If this frame doesn't exist within the animation it will not stop it from playing.

It then dispatches the `ANIMATION_STOP` event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the `chain` method) then it will start playing,
when the current one stops.


longname: Phaser.Animations.AnimationState-getTotalFrames
since: 3.4.0
name: getTotalFrames
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: number
returnsdescription: The total number of frames in the current animation, or zero if no animation has been loaded.
metafilename: AnimationState.js
metapath: animations
description:
Returns the total number of frames in this animation, or returns zero if no
animation has been loaded.


longname: Phaser.Animations.AnimationState-update
since: 3.0.0
name: update
memberof: Phaser.Animations.AnimationState
scope: instance
signature: time:number,delta:number
metafilename: AnimationState.js
metapath: animations
description:
The internal update loop for the AnimationState Component.

This is called automatically by the `Sprite.preUpdate` method.


longname: Phaser.Animations.AnimationState-setCurrentFrame
since: 3.4.0
name: setCurrentFrame
memberof: Phaser.Animations.AnimationState
scope: instance
fires: Phaser.Animations.Events.ANIMATION_UPDATE,Phaser.Animations.Events.ANIMATION_STOP
signature: animationFrame:Phaser.Animations.AnimationFrame
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object this Animation Component belongs to.
metafilename: AnimationState.js
metapath: animations
description:
Sets the given Animation Frame as being the current frame
and applies it to the parent Game Object, adjusting size and origin as needed.


longname: Phaser.Animations.AnimationState-nextFrame
since: 3.16.0
name: nextFrame
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object this Animation Component belongs to.
metafilename: AnimationState.js
metapath: animations
description:
Advances the animation to the next frame, regardless of the time or animation state.
If the animation is set to repeat, or yoyo, this will still take effect.

Calling this does not change the direction of the animation. I.e. if it was currently
playing in reverse, calling this method doesn't then change the direction to forwards.


longname: Phaser.Animations.AnimationState-previousFrame
since: 3.16.0
name: previousFrame
memberof: Phaser.Animations.AnimationState
scope: instance
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object this Animation Component belongs to.
metafilename: AnimationState.js
metapath: animations
description:
Advances the animation to the previous frame, regardless of the time or animation state.
If the animation is set to repeat, or yoyo, this will still take effect.

Calling this does not change the direction of the animation. I.e. if it was currently
playing in forwards, calling this method doesn't then change the direction to backwards.


longname: Phaser.Animations.AnimationState-get
since: 3.50.0
name: get
memberof: Phaser.Animations.AnimationState
scope: instance
signature: key:string
returnstype: Phaser.Animations.Animation
returnsdescription: The Animation, or `null` if the key is invalid.
metafilename: AnimationState.js
metapath: animations
description:
Get an Animation instance that has been created locally on this Sprite.

See the `create` method for more details.


longname: Phaser.Animations.AnimationState-exists
since: 3.50.0
name: exists
memberof: Phaser.Animations.AnimationState
description: Checks to see if the given key is already used locally within the animations stored on this Sprite.
scope: instance
signature: key:string
returnstype: boolean
metafilename: AnimationState.js
metapath: animations
returnsdescription:
`true` if the Animation exists locally, or `false` if the key is available, or there are no local animations.


longname: Phaser.Animations.AnimationState-create
since: 3.50.0
name: create
memberof: Phaser.Animations.AnimationState
scope: instance
signature: config:Phaser.Types.Animations.Animation
returnstype: Phaser.Animations.Animation|false
returnsdescription: The Animation that was created, or `false` if the key is already in use.
metafilename: AnimationState.js
metapath: animations
description:
Creates a new Animation that is local specifically to this Sprite.

When a Sprite owns an animation, it is kept out of the global Animation Manager, which means
you're free to use keys that may be already defined there. Unless you specifically need a Sprite
to have a unique animation, you should favor using global animations instead, as they allow for
the same animation to be used across multiple Sprites, saving on memory. However, if this Sprite
is the only one to use this animation, it's sensible to create it here.

If an invalid key is given this method will return `false`.

If you pass the key of an animation that already exists locally, that animation will be returned.

A brand new animation is only created if the key is valid and not already in use by this Sprite.

If you wish to re-use an existing key, call the `remove` method first, then this method.


longname: Phaser.Animations.AnimationState-generateFrameNumbers
since: 3.50.0
name: generateFrameNumbers
memberof: Phaser.Animations.AnimationState
scope: instance
signature: key:string,config:Phaser.Types.Animations.GenerateFrameNumbers
returnstype: Array.<Phaser.Types.Animations.AnimationFrame>
returnsdescription: The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
metafilename: AnimationState.js
metapath: animations
description:
Generate an array of [Phaser.Types.Animations.AnimationFrame](Phaser.Types.Animations.AnimationFrame) objects from a texture key and configuration object.

Generates objects with numbered frame names, as configured by the given [Phaser.Types.Animations.GenerateFrameNumbers](Phaser.Types.Animations.GenerateFrameNumbers).

If you're working with a texture atlas, see the `generateFrameNames` method instead.

It's a helper method, designed to make it easier for you to extract frames from sprite sheets.
If you're working with a texture atlas, see the `generateFrameNames` method instead.

Example:

If you have a sprite sheet loaded called `explosion` and it contains 12 frames, then you can call this method using:
`this.anims.generateFrameNumbers('explosion', { start: 0, end: 12 })`.

The `end` value tells it to stop after 12 frames. To create an animation using this method, you can do:

```javascript
this.anims.create({
  key: 'boom',
  frames: this.anims.generateFrameNames('explosion', {
    start: 0,
    end: 12
  })
});
```

Note that `start` is optional and you don't need to include it if the animation starts from frame 0.

To specify an animation in reverse, swap the `start` and `end` values.

If the frames are not sequential, you may pass an array of frame numbers instead, for example:

`this.anims.generateFrameNumbers('explosion', { frames: [ 0, 1, 2, 1, 2, 3, 4, 0, 1, 2 ] })`

Please see the animation examples and `GenerateFrameNumbers` config docs for further details.


longname: Phaser.Animations.AnimationState-remove
since: 3.50.0
name: remove
memberof: Phaser.Animations.AnimationState
scope: instance
signature: key:string
returnstype: Phaser.Animations.Animation
returnsdescription: The Animation instance that was removed from this Sprite, if the key was valid.
metafilename: AnimationState.js
metapath: animations
description:
Removes a locally created Animation from this Sprite, based on the given key.

Once an Animation has been removed, this Sprite cannot play it again without re-creating it.


longname: Phaser.Cache.BaseCache-add
since: 3.0.0
name: add
memberof: Phaser.Cache.BaseCache
scope: instance
fires: Phaser.Cache.Events.ADD
signature: key:string,data:*
returnstype: Phaser.Cache.BaseCache
returnsdescription: This BaseCache object.
metafilename: BaseCache.js
metapath: cache
description:
Adds an item to this cache. The item is referenced by a unique string, which you are responsible
for setting and keeping track of. The item can only be retrieved by using this string.


longname: Phaser.Cache.BaseCache-has
since: 3.0.0
name: has
memberof: Phaser.Cache.BaseCache
scope: instance
signature: key:string
returnstype: boolean
returnsdescription: Returns `true` if the cache contains an item matching the given key, otherwise `false`.
metafilename: BaseCache.js
metapath: cache
description:
Checks if this cache contains an item matching the given key.
This performs the same action as `BaseCache.exists`.


longname: Phaser.Cache.BaseCache-exists
since: 3.7.0
name: exists
memberof: Phaser.Cache.BaseCache
scope: instance
signature: key:string
returnstype: boolean
returnsdescription: Returns `true` if the cache contains an item matching the given key, otherwise `false`.
metafilename: BaseCache.js
metapath: cache
description:
Checks if this cache contains an item matching the given key.
This performs the same action as `BaseCache.has` and is called directly by the Loader.


longname: Phaser.Cache.BaseCache-remove
since: 3.0.0
name: remove
memberof: Phaser.Cache.BaseCache
scope: instance
fires: Phaser.Cache.Events.REMOVE
signature: key:string
returnstype: Phaser.Cache.BaseCache
returnsdescription: This BaseCache object.
metafilename: BaseCache.js
metapath: cache
description:
Removes and item from this cache based on the given key.

If an entry matching the key is found it is removed from the cache and a `remove` event emitted.
No additional checks are done on the item removed. If other systems or parts of your game code
are relying on this item, it is up to you to sever those relationships prior to removing the item.


longname: Phaser.Cache.CacheManager-addCustom
since: 3.0.0
name: addCustom
memberof: Phaser.Cache.CacheManager
scope: instance
signature: key:string
returnstype: Phaser.Cache.BaseCache
metafilename: CacheManager.js
metapath: cache
description:
Add your own custom Cache for storing your own files.
The cache will be available under `Cache.custom.key`.
The cache will only be created if the key is not already in use.

returnsdescription:
A reference to the BaseCache that was created. If the key was already in use, a reference to the existing cache is returned instead.


longname: Phaser.Cameras.Scene2D.BaseCamera-addToRenderList
since: 3.52.0
name: addToRenderList
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: child:Phaser.GameObjects.GameObject
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Adds the given Game Object to this cameras render list.

This is invoked during the rendering stage. Only objects that are actually rendered
will appear in the render list.


longname: Phaser.Cameras.Scene2D.BaseCamera-setAlpha
since: 3.11.0
name: setAlpha
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: value?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
overrides: Phaser.GameObjects.Components.Alpha#setAlpha
description:
Set the Alpha level of this Camera. The alpha controls the opacity of the Camera as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.


longname: Phaser.Cameras.Scene2D.BaseCamera-setOrigin
since: 3.11.0
name: setOrigin
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x?:number,y?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Sets the rotation origin of this Camera.

The values are given in the range 0 to 1 and are only used when calculating Camera rotation.

By default the camera rotates around the center of the viewport.

Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.


longname: Phaser.Cameras.Scene2D.BaseCamera-getScroll
since: 3.11.0
name: getScroll
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y:number,out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: The scroll coordinates stored in the `x` and `y` properties.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Calculates what the Camera.scrollX and scrollY values would need to be in order to move
the Camera so it is centered on the given x and y coordinates, without actually moving
the Camera there. The results are clamped based on the Camera bounds, if set.


longname: Phaser.Cameras.Scene2D.BaseCamera-centerOnX
since: 3.16.0
name: centerOnX
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Moves the Camera horizontally so that it is centered on the given x coordinate, bounds allowing.
Calling this does not change the scrollY value.


longname: Phaser.Cameras.Scene2D.BaseCamera-centerOnY
since: 3.16.0
name: centerOnY
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: y:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Moves the Camera vertically so that it is centered on the given y coordinate, bounds allowing.
Calling this does not change the scrollX value.


longname: Phaser.Cameras.Scene2D.BaseCamera-cull
since: 3.0.0
name: cull
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: renderableObjects:Array.<Phaser.GameObjects.GameObject>
returnstype: Array.<Phaser.GameObjects.GameObject>
returnsdescription: An array of Game Objects visible to this Camera.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Takes an array of Game Objects and returns a new array featuring only those objects
visible by this camera.


longname: Phaser.Cameras.Scene2D.BaseCamera-getWorldPoint
since: 3.0.0
name: getWorldPoint
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y:number,output?:object|Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: An object holding the converted values in its `x` and `y` properties.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Converts the given `x` and `y` coordinates into World space, based on this Cameras transform.
You can optionally provide a Vector2, or similar object, to store the results in.


longname: Phaser.Cameras.Scene2D.BaseCamera-ignore
since: 3.0.0
name: ignore
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Given a Game Object, or an array of Game Objects, it will update all of their camera filter settings
so that they are ignored by this Camera. This means they will not be rendered by this Camera.

signature:
entries:Phaser.GameObjects.GameObject|Array.<Phaser.GameObjects.GameObject>|Phaser.GameObjects.Group


longname: Phaser.Cameras.Scene2D.BaseCamera-clampX
since: 3.11.0
name: clampX
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number
returnstype: number
returnsdescription: The adjusted value to use as scrollX.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Takes an x value and checks it's within the range of the Camera bounds, adjusting if required.
Do not call this method if you are not using camera bounds.


longname: Phaser.Cameras.Scene2D.BaseCamera-clampY
since: 3.11.0
name: clampY
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: y:number
returnstype: number
returnsdescription: The adjusted value to use as scrollY.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Takes a y value and checks it's within the range of the Camera bounds, adjusting if required.
Do not call this method if you are not using camera bounds.


longname: Phaser.Cameras.Scene2D.BaseCamera-setAngle
since: 3.0.0
name: setAngle
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: value?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the rotation of this Camera. This causes everything it renders to appear rotated.

Rotating a camera does not rotate the viewport itself, it is applied during rendering.


longname: Phaser.Cameras.Scene2D.BaseCamera-setBackgroundColor
since: 3.0.0
name: setBackgroundColor
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: color?:string|number|Phaser.Types.Display.InputColorObject
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Sets the background color for this Camera.

By default a Camera has a transparent background but it can be given a solid color, with any level
of transparency, via this method.

The color value can be specified using CSS color notation, hex or numbers.


longname: Phaser.Cameras.Scene2D.BaseCamera-setBounds
since: 3.0.0
name: setBounds
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y:number,width:number,height:number,centerOn?:boolean
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the bounds of the Camera. The bounds are an axis-aligned rectangle.

The Camera bounds controls where the Camera can scroll to, stopping it from scrolling off the
edges and into blank space. It does not limit the placement of Game Objects, or where
the Camera viewport can be positioned.

Temporarily disable the bounds by changing the boolean `Camera.useBounds`.

Clear the bounds entirely by calling `Camera.removeBounds`.

If you set bounds that are smaller than the viewport it will stop the Camera from being
able to scroll. The bounds can be positioned where-ever you wish. By default they are from
0x0 to the canvas width x height. This means that the coordinate 0x0 is the top left of
the Camera bounds. However, you can position them anywhere. So if you wanted a game world
that was 2048x2048 in size, with 0x0 being the center of it, you can set the bounds x/y
to be -1024, -1024, with a width and height of 2048. Depending on your game you may find
it easier for 0x0 to be the top-left of the bounds, or you may wish 0x0 to be the middle.


longname: Phaser.Cameras.Scene2D.BaseCamera-getBounds
since: 3.16.0
name: getBounds
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: out?:Phaser.Geom.Rectangle
returnstype: Phaser.Geom.Rectangle
returnsdescription: A rectangle containing the bounds of this Camera.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Returns a rectangle containing the bounds of the Camera.

If the Camera does not have any bounds the rectangle will be empty.

The rectangle is a copy of the bounds, so is safe to modify.


longname: Phaser.Cameras.Scene2D.BaseCamera-setPosition
since: 3.0.0
name: setPosition
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the position of the Camera viewport within the game.

This does not change where the camera is 'looking'. See `setScroll` to control that.


longname: Phaser.Cameras.Scene2D.BaseCamera-setRoundPixels
since: 3.0.0
name: setRoundPixels
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: value:boolean
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Should the Camera round pixel values to whole integers when rendering Game Objects?

In some types of game, especially with pixel art, this is required to prevent sub-pixel aliasing.


longname: Phaser.Cameras.Scene2D.BaseCamera-setScroll
since: 3.0.0
name: setScroll
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the position of where the Camera is looking within the game.
You can also modify the properties `Camera.scrollX` and `Camera.scrollY` directly.
Use this method, or the scroll properties, to move your camera around the game world.

This does not change where the camera viewport is placed. See `setPosition` to control that.


longname: Phaser.Cameras.Scene2D.BaseCamera-setSize
since: 3.0.0
name: setSize
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: width:number,height?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the size of the Camera viewport.

By default a Camera is the same size as the game, but can be made smaller via this method,
allowing you to create mini-cam style effects by creating and positioning a smaller Camera
viewport within your game.


longname: Phaser.Cameras.Scene2D.BaseCamera-setViewport
since: 3.0.0
name: setViewport
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x:number,y:number,width:number,height?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
This method sets the position and size of the Camera viewport in a single call.

If you're trying to change where the Camera is looking at in your game, then see
the method `Camera.setScroll` instead. This method is for changing the viewport
itself, not what the camera can see.

By default a Camera is the same size as the game, but can be made smaller via this method,
allowing you to create mini-cam style effects by creating and positioning a smaller Camera
viewport within your game.


longname: Phaser.Cameras.Scene2D.BaseCamera-setZoom
since: 3.0.0
name: setZoom
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: x?:number,y?:number
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Set the zoom value of the Camera.

Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'.
Changing to a larger value, such as 2, will cause the camera to 'zoom in'.

A value of 1 means 'no zoom' and is the default.

Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering.

As of Phaser 3.50 you can now set the horizontal and vertical zoom values independently.


longname: Phaser.Cameras.Scene2D.BaseCamera-setMask
since: 3.17.0
name: setMask
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: mask:Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask,fixedPosition?:boolean
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Sets the mask to be applied to this Camera during rendering.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask.

Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Camera it will be immediately replaced.

Masks have no impact on physics or input detection. They are purely a rendering component
that allows you to limit what is visible during the render pass.


longname: Phaser.Cameras.Scene2D.BaseCamera-setVisible
since: 3.10.0
name: setVisible
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
signature: value:boolean
returnstype: Phaser.Cameras.Scene2D.BaseCamera
returnsdescription: This Camera instance.
metafilename: BaseCamera.js
metapath: cameras/2d
overrides: Phaser.GameObjects.Components.Visible#setVisible
description:
Sets the visibility of this Camera.

An invisible Camera will skip rendering and input tests of everything it can see.


longname: Phaser.Cameras.Scene2D.BaseCamera-toJSON
since: 3.0.0
name: toJSON
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
returnstype: Phaser.Types.Cameras.Scene2D.JSONCamera
returnsdescription: A well-formed object suitable for conversion to JSON.
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Returns an Object suitable for JSON storage containing all of the Camera viewport and rendering properties.


longname: Phaser.Cameras.Scene2D.BaseCamera-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
fires: Phaser.Cameras.Scene2D.Events.DESTROY
metafilename: BaseCamera.js
metapath: cameras/2d
overrides: Phaser.Events.EventEmitter#destroy
description:
Destroys this Camera instance and its internal properties and references.
Once destroyed you cannot use this Camera again, even if re-added to a Camera Manager.

This method is called automatically by `CameraManager.remove` if that methods `runDestroy` argument is `true`, which is the default.

Unless you have a specific reason otherwise, always use `CameraManager.remove` and allow it to handle the camera destruction,
rather than calling this method directly.


longname: Phaser.Cameras.Scene2D.Camera-setDeadzone
since: 3.11.0
name: setDeadzone
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
signature: width?:number,height?:number
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Sets the Camera dead zone.

The deadzone is only used when the camera is following a target.

It defines a rectangular region within which if the target is present, the camera will not scroll.
If the target moves outside of this area, the camera will begin scrolling in order to follow it.

The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point
of the camera. This allows you to use the object for additional game related checks, such as
testing if an object is within it or not via a Rectangle.contains call.

The `lerp` values that you can set for a follower target also apply when using a deadzone.

Calling this method with no arguments will reset an active deadzone.


longname: Phaser.Cameras.Scene2D.Camera-fadeOut
since: 3.3.0
name: fadeOut
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
fires: Phaser.Cameras.Scene2D.Events.FADE_OUT_START,Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE
signature: duration?:number,red?:number,green?:number,blue?:number,callback?:function,context?:any
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Fades the Camera out to the given color over the duration specified.
This is an alias for Camera.fade that forces the fade to start, regardless of existing fades.


longname: Phaser.Cameras.Scene2D.Camera-fadeFrom
since: 3.5.0
name: fadeFrom
memberof: Phaser.Cameras.Scene2D.Camera
description: Fades the Camera from the given color to transparent over the duration specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.FADE_IN_START,Phaser.Cameras.Scene2D.Events.FADE_IN_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
signature:
duration?:number,red?:number,green?:number,blue?:number,force?:boolean,callback?:function,context?:any


longname: Phaser.Cameras.Scene2D.Camera-flash
since: 3.0.0
name: flash
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
fires: Phaser.Cameras.Scene2D.Events.FLASH_START,Phaser.Cameras.Scene2D.Events.FLASH_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified.

signature:
duration?:number,red?:number,green?:number,blue?:number,force?:boolean,callback?:function,context?:any


longname: Phaser.Cameras.Scene2D.Camera-shake
since: 3.0.0
name: shake
memberof: Phaser.Cameras.Scene2D.Camera
description: Shakes the Camera by the given intensity over the duration specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.SHAKE_START,Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
signature:
duration?:number,intensity?:number|Phaser.Math.Vector2,force?:boolean,callback?:function,context?:any


longname: Phaser.Cameras.Scene2D.Camera-pan
since: 3.11.0
name: pan
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
fires: Phaser.Cameras.Scene2D.Events.PAN_START,Phaser.Cameras.Scene2D.Events.PAN_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
This effect will scroll the Camera so that the center of its viewport finishes at the given destination,
over the duration and with the ease specified.

signature:
x:number,y:number,duration?:number,ease?:string|function,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraPanCallback,context?:any


longname: Phaser.Cameras.Scene2D.Camera-rotateTo
since: 3.23.0
name: rotateTo
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
This effect will rotate the Camera so that the viewport finishes at the given angle in radians,
over the duration and with the ease specified.

signature:
radians:number,shortestPath?:boolean,duration?:number,ease?:string|function,force?:boolean,callback?:CameraRotateCallback,context?:any


longname: Phaser.Cameras.Scene2D.Camera-zoomTo
since: 3.11.0
name: zoomTo
memberof: Phaser.Cameras.Scene2D.Camera
description: This effect will zoom the Camera to the given scale, over the duration and with the ease specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.ZOOM_START,Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
signature:
zoom:number,duration?:number,ease?:string|function,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraPanCallback,context?:any


longname: Phaser.Cameras.Scene2D.Camera-setLerp
since: 3.9.0
name: setLerp
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
signature: x?:number,y?:number
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Sets the linear interpolation value to use when following a target.

The default values of 1 means the camera will instantly snap to the target coordinates.
A lower value, such as 0.1 means the camera will more slowly track the target, giving
a smooth transition. You can set the horizontal and vertical values independently, and also
adjust this value in real-time during your game.

Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.


longname: Phaser.Cameras.Scene2D.Camera-setFollowOffset
since: 3.9.0
name: setFollowOffset
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
signature: x?:number,y?:number
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Sets the horizontal and vertical offset of the camera from its follow target.
The values are subtracted from the targets position during the Cameras update step.


longname: Phaser.Cameras.Scene2D.Camera-startFollow
since: 3.0.0
name: startFollow
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Sets the Camera to follow a Game Object.

When enabled the Camera will automatically adjust its scroll position to keep the target Game Object
in its center.

You can set the linear interpolation value used in the follow code.
Use low lerp values (such as 0.1) to automatically smooth the camera motion.

If you find you're getting a slight "jitter" effect when following an object it's probably to do with sub-pixel
rendering of the targets position. This can be rounded by setting the `roundPixels` argument to `true` to
force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom
value on the camera. So be sure to keep the camera zoom to integers.

signature:
target:Phaser.GameObjects.GameObject|object,roundPixels?:boolean,lerpX?:number,lerpY?:number,offsetX?:number,offsetY?:number


longname: Phaser.Cameras.Scene2D.Camera-resetFX
since: 3.0.0
name: resetFX
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: This Camera instance.
metafilename: Camera.js
metapath: cameras/2d
description:
Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to
remove the fade.


longname: Phaser.Cameras.Scene2D.Camera-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Cameras.Scene2D.Camera
scope: instance
fires: Phaser.Cameras.Scene2D.Events.DESTROY
metafilename: Camera.js
metapath: cameras/2d
overrides: Phaser.Cameras.Scene2D.BaseCamera#destroy
description:
Destroys this Camera instance. You rarely need to call this directly.

Called by the Camera Manager. If you wish to destroy a Camera please use `CameraManager.remove` as
cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that.


longname: Phaser.Cameras.Scene2D.CameraManager-boot
since: 3.5.1
name: boot
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
listens: Phaser.Scenes.Events.DESTROY
metafilename: CameraManager.js
metapath: cameras/2d
access: private
description:
This method is called automatically, only once, when the Scene is first created.
Do not invoke it directly.


longname: Phaser.Cameras.Scene2D.CameraManager-start
since: 3.5.0
name: start
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
listens: Phaser.Scenes.Events.UPDATE,Phaser.Scenes.Events.SHUTDOWN
metafilename: CameraManager.js
metapath: cameras/2d
access: private
description:
This method is called automatically by the Scene when it is starting up.
It is responsible for creating local systems, properties and listening for Scene events.
Do not invoke it directly.


longname: Phaser.Cameras.Scene2D.CameraManager-add
since: 3.0.0
name: add
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: x?:number,y?:number,width?:number,height?:number,makeMain?:boolean,name?:string
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The newly created Camera.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Adds a new Camera into the Camera Manager. The Camera Manager can support up to 31 different Cameras.

Each Camera has its own viewport, which controls the size of the Camera and its position within the canvas.

Use the `Camera.scrollX` and `Camera.scrollY` properties to change where the Camera is looking, or the
Camera methods such as `centerOn`. Cameras also have built in special effects, such as fade, flash, shake,
pan and zoom.

By default Cameras are transparent and will render anything that they can see based on their `scrollX`
and `scrollY` values. Game Objects can be set to be ignored by a Camera by using the `Camera.ignore` method.

The Camera will have its `roundPixels` property set to whatever `CameraManager.roundPixels` is. You can change
it after creation if required.

See the Camera class documentation for more details.


longname: Phaser.Cameras.Scene2D.CameraManager-addExisting
since: 3.0.0
name: addExisting
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: camera:Phaser.Cameras.Scene2D.Camera,makeMain?:boolean
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera that was added to the Camera Manager, or `null` if it couldn't be added.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Adds an existing Camera into the Camera Manager.

The Camera should either be a `Phaser.Cameras.Scene2D.Camera` instance, or a class that extends from it.

The Camera will have its `roundPixels` property set to whatever `CameraManager.roundPixels` is. You can change
it after addition if required.

The Camera will be assigned an ID, which is used for Game Object exclusion and then added to the
manager. As long as it doesn't already exist in the manager it will be added then returned.

If this method returns `null` then the Camera already exists in this Camera Manager.


longname: Phaser.Cameras.Scene2D.CameraManager-getNextID
since: 3.11.0
name: getNextID
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
returnstype: number
returnsdescription: The next available Camera ID, or 0 if they're all already in use.
metafilename: CameraManager.js
metapath: cameras/2d
access: private
description:
Gets the next available Camera ID number.

The Camera Manager supports up to 31 unique cameras, after which the ID returned will always be zero.
You can create additional cameras beyond 31, but they cannot be used for Game Object exclusion.


longname: Phaser.Cameras.Scene2D.CameraManager-getTotal
since: 3.11.0
name: getTotal
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: isVisible?:boolean
returnstype: number
returnsdescription: The total number of Cameras in this Camera Manager.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Gets the total number of Cameras in this Camera Manager.

If the optional `isVisible` argument is set it will only count Cameras that are currently visible.


longname: Phaser.Cameras.Scene2D.CameraManager-fromJSON
since: 3.0.0
name: fromJSON
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: config:Phaser.Types.Cameras.Scene2D.CameraConfig|Array.<Phaser.Types.Cameras.Scene2D.CameraConfig>
returnstype: Phaser.Cameras.Scene2D.CameraManager
returnsdescription: This Camera Manager instance.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Populates this Camera Manager based on the given configuration object, or an array of config objects.

See the `Phaser.Types.Cameras.Scene2D.CameraConfig` documentation for details of the object structure.


longname: Phaser.Cameras.Scene2D.CameraManager-getCamera
since: 3.0.0
name: getCamera
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: name:string
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The first Camera with a name matching the given string, otherwise `null`.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Gets a Camera based on its name.

Camera names are optional and don't have to be set, so this method is only of any use if you
have given your Cameras unique names.


longname: Phaser.Cameras.Scene2D.CameraManager-getCamerasBelowPointer
since: 3.10.0
name: getCamerasBelowPointer
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: pointer:Phaser.Input.Pointer
returnstype: Array.<Phaser.Cameras.Scene2D.Camera>
returnsdescription: An array of cameras below the Pointer.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Returns an array of all cameras below the given Pointer.

The first camera in the array is the top-most camera in the camera list.


longname: Phaser.Cameras.Scene2D.CameraManager-remove
since: 3.0.0
name: remove
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: camera:Phaser.Cameras.Scene2D.Camera|Array.<Phaser.Cameras.Scene2D.Camera>,runDestroy?:boolean
returnstype: number
returnsdescription: The total number of Cameras removed.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Removes the given Camera, or an array of Cameras, from this Camera Manager.

If found in the Camera Manager it will be immediately removed from the local cameras array.
If also currently the 'main' camera, 'main' will be reset to be camera 0.

The removed Cameras are automatically destroyed if the `runDestroy` argument is `true`, which is the default.
If you wish to re-use the cameras then set this to `false`, but know that they will retain their references
and internal data until destroyed or re-added to a Camera Manager.


longname: Phaser.Cameras.Scene2D.CameraManager-render
since: 3.0.0
name: render
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
access: protected
description:
The internal render method. This is called automatically by the Scene and should not be invoked directly.

It will iterate through all local cameras and render them in turn, as long as they're visible and have
an alpha level > 0.

signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer,displayList:Phaser.GameObjects.DisplayList


longname: Phaser.Cameras.Scene2D.CameraManager-getVisibleChildren
since: 3.50.0
name: getVisibleChildren
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
signature: children:Array.<Phaser.GameObjects.GameObject>,camera:Phaser.Cameras.Scene2D.Camera
returnstype: Array.<Phaser.GameObjects.GameObject>
returnsdescription: A filtered list of only Game Objects within the Scene that will render against the given Camera.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Takes an array of Game Objects and a Camera and returns a new array
containing only those Game Objects that pass the `willRender` test
against the given Camera.


longname: Phaser.Cameras.Scene2D.CameraManager-resetAll
since: 3.0.0
name: resetAll
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The freshly created main Camera.
metafilename: CameraManager.js
metapath: cameras/2d
description:
Resets this Camera Manager.

This will iterate through all current Cameras, destroying them all, then it will reset the
cameras array, reset the ID counter and create 1 new single camera using the default values.


longname: Phaser.Cameras.Scene2D.CameraManager-shutdown
since: 3.0.0
name: shutdown
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
access: private
description:
The Scene that owns this plugin is shutting down.
We need to kill and reset all internal properties as well as stop listening to Scene events.


longname: Phaser.Cameras.Scene2D.CameraManager-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Cameras.Scene2D.CameraManager
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
access: private
description:
The Scene that owns this plugin is being destroyed.
We need to shutdown and then kill off all external references.


longname: Phaser.Cameras.Scene2D.Effects.Fade-start
since: 3.5.0
name: start
memberof: Phaser.Cameras.Scene2D.Effects.Fade
description: Fades the Camera to or from the given color over the duration specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.FADE_IN_START,Phaser.Cameras.Scene2D.Events.FADE_OUT_START
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera on which the effect was started.
metafilename: Fade.js
metapath: cameras/2d/effects
signature:
direction?:boolean,duration?:number,red?:number,green?:number,blue?:number,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraFadeCallback,context?:any


longname: Phaser.Cameras.Scene2D.Effects.Fade-reset
since: 3.5.0
name: reset
memberof: Phaser.Cameras.Scene2D.Effects.Fade
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
description:
Resets this camera effect.
If it was previously running, it stops instantly without calling its onComplete callback or emitting an event.


longname: Phaser.Cameras.Scene2D.Effects.Flash-start
since: 3.5.0
name: start
memberof: Phaser.Cameras.Scene2D.Effects.Flash
description: Flashes the Camera to or from the given color over the duration specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.FLASH_START,Phaser.Cameras.Scene2D.Events.FLASH_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera on which the effect was started.
metafilename: Flash.js
metapath: cameras/2d/effects
signature:
duration?:number,red?:number,green?:number,blue?:number,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraFlashCallback,context?:any


longname: Phaser.Cameras.Scene2D.Effects.RotateTo-start
since: 3.23.0
name: start
memberof: Phaser.Cameras.Scene2D.Effects.RotateTo
scope: instance
fires: Phaser.Cameras.Scene2D.Events.ROTATE_START,Phaser.Cameras.Scene2D.Events.ROTATE_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera on which the effect was started.
metafilename: RotateTo.js
metapath: cameras/2d/effects
description:
This effect will scroll the Camera so that the center of its viewport finishes at the given angle,
over the duration and with the ease specified.

signature:
radians:number,shortestPath?:boolean,duration?:number,ease?:string|function,force?:boolean,callback?:CameraRotateCallback,context?:any


longname: Phaser.Cameras.Scene2D.Effects.Shake-start
since: 3.5.0
name: start
memberof: Phaser.Cameras.Scene2D.Effects.Shake
description: Shakes the Camera by the given intensity over the duration specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.SHAKE_START,Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera on which the effect was started.
metafilename: Shake.js
metapath: cameras/2d/effects
signature:
duration?:number,intensity?:number|Phaser.Math.Vector2,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraShakeCallback,context?:any


longname: Phaser.Cameras.Scene2D.Effects.Zoom-start
since: 3.11.0
name: start
memberof: Phaser.Cameras.Scene2D.Effects.Zoom
description: This effect will zoom the Camera to the given scale, over the duration and with the ease specified.
scope: instance
fires: Phaser.Cameras.Scene2D.Events.ZOOM_START,Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETE
returnstype: Phaser.Cameras.Scene2D.Camera
returnsdescription: The Camera on which the effect was started.
metafilename: Zoom.js
metapath: cameras/2d/effects
signature:
zoom:number,duration?:number,ease?:string|function,force?:boolean,callback?:Phaser.Types.Cameras.Scene2D.CameraZoomCallback,context?:any


longname: Phaser.Cameras.Controls.FixedKeyControl-update
since: 3.0.0
name: update
memberof: Phaser.Cameras.Controls.FixedKeyControl
scope: instance
signature: delta:number
metafilename: FixedKeyControl.js
metapath: cameras/controls
description:
Applies the results of pressing the control keys to the Camera.

You must call this every step, it is not called automatically.


longname: Phaser.Core.CreateRenderer
since: 3.0.0
name: CreateRenderer
memberof: Phaser.Core
scope: static
signature: game:Phaser.Game
metafilename: CreateRenderer.js
metapath: core
description:
Called automatically by Phaser.Game and responsible for creating the renderer it will use.

Relies upon two webpack global flags to be defined: `WEBGL_RENDERER` and `CANVAS_RENDERER` during build time, but not at run-time.


longname: Phaser.Core.DebugHeader
since: 3.0.0
name: DebugHeader
memberof: Phaser.Core
scope: static
signature: game:Phaser.Game
metafilename: DebugHeader.js
metapath: core
description:
Called automatically by Phaser.Game and responsible for creating the console.log debug header.

You can customize or disable the header via the Game Config object.


longname: Phaser.Game-boot
since: 3.0.0
name: boot
memberof: Phaser.Game
scope: instance
fires: Phaser.Core.Events.BOOT
listens: Phaser.Textures.Events.READY
metafilename: Game.js
metapath: core
access: protected
description:
This method is called automatically when the DOM is ready. It is responsible for creating the renderer,
displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event.
It listens for a 'ready' event from the base systems and once received it will call `Game.start`.


longname: Phaser.Game-texturesReady
since: 3.12.0
name: texturesReady
memberof: Phaser.Game
scope: instance
fires: Phaser.Game.READY
metafilename: Game.js
metapath: core
access: private
description:
Called automatically when the Texture Manager has finished setting up and preparing the
default textures.


longname: Phaser.Game-start
since: 3.0.0
name: start
memberof: Phaser.Game
scope: instance
metafilename: Game.js
metapath: core
access: protected
description:
Called automatically by Game.boot once all of the global systems have finished setting themselves up.
By this point the Game is now ready to start the main loop running.
It will also enable the Visibility Handler.


longname: Phaser.Game-step
since: 3.0.0
name: step
memberof: Phaser.Game
scope: instance
signature: time:number,delta:number
metafilename: Game.js
metapath: core
description:
The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of
Request Animation Frame, or Set Timeout on very old browsers.)

The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

It will then render each Scene in turn, via the Renderer. This process emits `prerender` and `postrender` events.

fires:
Phaser.Core.Events.PRE_STEP,Phaser.Core.Events.STEP,Phaser.Core.Events.POST_STEP,Phaser.Core.Events.PRE_RENDER,Phaser.Core.Events.POST_RENDER


longname: Phaser.Game-headlessStep
since: 3.2.0
name: headlessStep
memberof: Phaser.Game
scope: instance
fires: Phaser.Game.PRE_RENDER,Phaser.Game.POST_RENDER
signature: time:number,delta:number
metafilename: Game.js
metapath: core
description:
A special version of the Game Step for the HEADLESS renderer only.

The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of
Request Animation Frame, or Set Timeout on very old browsers.)

The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

This process emits `prerender` and `postrender` events, even though nothing actually displays.


longname: Phaser.Game-onHidden
since: 3.0.0
name: onHidden
memberof: Phaser.Game
scope: instance
fires: Phaser.Core.Events.PAUSE
metafilename: Game.js
metapath: core
access: protected
description:
Called automatically by the Visibility Handler.
This will pause the main loop and then emit a pause event.


longname: Phaser.Game-onVisible
since: 3.0.0
name: onVisible
memberof: Phaser.Game
scope: instance
fires: Phaser.Core.Events.RESUME
metafilename: Game.js
metapath: core
access: protected
description:
Called automatically by the Visibility Handler.
This will resume the main loop and then emit a resume event.


longname: Phaser.Game-onBlur
since: 3.0.0
name: onBlur
memberof: Phaser.Game
scope: instance
metafilename: Game.js
metapath: core
access: protected
description:
Called automatically by the Visibility Handler.
This will set the main loop into a 'blurred' state, which pauses it.


longname: Phaser.Game-onFocus
since: 3.0.0
name: onFocus
memberof: Phaser.Game
scope: instance
metafilename: Game.js
metapath: core
access: protected
description:
Called automatically by the Visibility Handler.
This will set the main loop into a 'focused' state, which resumes it.


longname: Phaser.Game-getFrame
since: 3.16.0
name: getFrame
memberof: Phaser.Game
scope: instance
returnstype: number
returnsdescription: The current game frame.
metafilename: Game.js
metapath: core
description:
Returns the current game frame.

When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.


longname: Phaser.Game-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Game
scope: instance
fires: Phaser.Core.Events.DESTROY
signature: removeCanvas:boolean,noReturn?:boolean
metafilename: Game.js
metapath: core
description:
Flags this Game instance as needing to be destroyed on the _next frame_, making this an asynchronous operation.

It will wait until the current frame has completed and then call `runDestroy` internally.

If you need to react to the games eventual destruction, listen for the `DESTROY` event.

If you **do not** need to run Phaser again on the same web page you can set the `noReturn` argument to `true` and it will free-up
memory being held by the core Phaser plugins. If you do need to create another game instance on the same page, leave this as `false`.


longname: Phaser.Core.TimeStep-resetDelta
since: 3.0.0
name: resetDelta
memberof: Phaser.Core.TimeStep
scope: instance
metafilename: TimeStep.js
metapath: core
description:
Resets the time, lastTime, fps averages and delta history.
Called automatically when a browser sleeps them resumes.


longname: Phaser.Core.TimeStep-start
since: 3.0.0
name: start
memberof: Phaser.Core.TimeStep
scope: instance
signature: callback:Phaser.Types.Core.TimeStepCallback
metafilename: TimeStep.js
metapath: core
description:
Starts the Time Step running, if it is not already doing so.
Called automatically by the Game Boot process.


longname: Phaser.Core.TimeStep-step
since: 3.0.0
name: step
memberof: Phaser.Core.TimeStep
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The main step method. This is called each time the browser updates, either by Request Animation Frame,
or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more.
You generally should never call this method directly.


longname: Phaser.Core.TimeStep-sleep
since: 3.0.0
name: sleep
memberof: Phaser.Core.TimeStep
scope: instance
metafilename: TimeStep.js
metapath: core
description:
Sends the TimeStep to sleep, stopping Request Animation Frame (or SetTimeout) and toggling the `running` flag to false.


longname: Phaser.Core.TimeStep-wake
since: 3.0.0
name: wake
memberof: Phaser.Core.TimeStep
scope: instance
signature: seamless?:boolean
metafilename: TimeStep.js
metapath: core
description:
Wakes-up the TimeStep, restarting Request Animation Frame (or SetTimeout) and toggling the `running` flag to true.
The `seamless` argument controls if the wake-up should adjust the start time or not.


longname: Phaser.Core.TimeStep-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Core.TimeStep
scope: instance
metafilename: TimeStep.js
metapath: core
description:
Destroys the TimeStep. This will stop Request Animation Frame, stop the step, clear the callbacks and null
any objects.


longname: Phaser.Core.VisibilityHandler
since: 3.0.0
name: VisibilityHandler
memberof: Phaser.Core
scope: static
signature: game:Phaser.Game
metafilename: VisibilityHandler.js
metapath: core
description:
The Visibility Handler is responsible for listening out for document level visibility change events.
This includes `visibilitychange` if the browser supports it, and blur and focus events. It then uses
the provided Event Emitter and fires the related events.

fires:
Phaser.Core.Events.BLUR,Phaser.Core.Events.FOCUS,Phaser.Core.Events.HIDDEN,Phaser.Core.Events.VISIBLE


longname: Phaser.Create.GenerateTexture
since: 3.0.0
name: GenerateTexture
memberof: Phaser.Create
scope: static
signature: config:Phaser.Types.Create.GenerateTextureConfig
returnstype: HTMLCanvasElement
returnsdescription: An HTMLCanvasElement which contains the generated texture drawn to it.
metafilename: GenerateTexture.js
metapath: create
description:
Generates a texture based on the given Create configuration object.

The texture is drawn using a fixed-size indexed palette of 16 colors, where the hex value in the
data cells map to a single color. For example, if the texture config looked like this:

```javascript
var star = [
  '.....828.....',
  '....72227....',
  '....82228....',
  '...7222227...',
  '2222222222222',
  '8222222222228',
  '.72222222227.',
  '..787777787..',
  '..877777778..',
  '.78778887787.',
  '.27887.78872.',
  '.787.....787.'
];

this.textures.generate('star', { data: star, pixelWidth: 4 });
```

Then it would generate a texture that is 52 x 48 pixels in size, because each cell of the data array
represents 1 pixel multiplied by the `pixelWidth` value. The cell values, such as `8`, maps to color
number 8 in the palette. If a cell contains a period character `.` then it is transparent.

The default palette is Arne16, but you can specify your own using the `palette` property.


longname: Phaser.Curves.Curve-draw
since: 3.0.0
name: draw
memberof: Phaser.Curves.Curve
scope: instance
signature: graphics:Phaser.GameObjects.Graphics,pointsTotal?:number
returnstype: Phaser.GameObjects.Graphics
returnsdescription: The Graphics object to which the curve was drawn.
metafilename: Curve.js
metapath: curves
description:
Draws this curve on the given Graphics object.

The curve is drawn using `Graphics.strokePoints` so will be drawn at whatever the present Graphics stroke color is.
The Graphics object is not cleared before the draw, so the curve will appear on-top of anything else already rendered to it.


longname: Phaser.Curves.Curve-getBounds
since: 3.0.0
name: getBounds
memberof: Phaser.Curves.Curve
scope: instance
signature: out?:Phaser.Geom.Rectangle,accuracy?:number
returnstype: Phaser.Geom.Rectangle
returnsdescription: A Rectangle object holding the bounds of this curve. If `out` was given it will be this object.
metafilename: Curve.js
metapath: curves
description:
Returns a Rectangle where the position and dimensions match the bounds of this Curve.

You can control the accuracy of the bounds. The value given is used to work out how many points
to plot across the curve. Higher values are more accurate at the cost of calculation speed.


longname: Phaser.Curves.Curve-getDistancePoints
since: 3.0.0
name: getDistancePoints
memberof: Phaser.Curves.Curve
scope: instance
signature: distance:number
returnstype: Array.<Phaser.Geom.Point>
returnsdescription: An Array of Point objects.
metafilename: Curve.js
metapath: curves
description:
Returns an array of points, spaced out X distance pixels apart.
The smaller the distance, the larger the array will be.


longname: Phaser.Curves.Curve-getLengths
since: 3.0.0
name: getLengths
memberof: Phaser.Curves.Curve
scope: instance
signature: divisions?:number
returnstype: Array.<number>
returnsdescription: An array of cumulative lengths.
metafilename: Curve.js
metapath: curves
description:
Get a list of cumulative segment lengths.

These lengths are

- [0] 0
- [1] The first segment
- [2] The first and second segment
- ...
- [divisions] All segments


longname: Phaser.Curves.Curve-getPoints
since: 3.0.0
name: getPoints
memberof: Phaser.Curves.Curve
scope: instance
signature: divisions?:number,stepRate?:number,out?:array|Array.<Phaser.Math.Vector2>
returnstype: array|Array.<Phaser.Math.Vector2>
returnsdescription: An array of Points from the curve.
metafilename: Curve.js
metapath: curves
description:
Get a sequence of evenly spaced points from the curve.

You can pass `divisions`, `stepRate`, or neither.

The number of divisions will be

1. `divisions`, if `divisions` > 0; or
2. `this.getLength / stepRate`, if `stepRate` > 0; or
3. `this.defaultDivisions`

`1 + divisions` points will be returned.


longname: Phaser.Curves.Curve-getSpacedPoints
since: 3.0.0
name: getSpacedPoints
memberof: Phaser.Curves.Curve
scope: instance
signature: divisions?:number,stepRate?:number,out?:array|Array.<Phaser.Math.Vector2>
returnstype: Array.<Phaser.Math.Vector2>
returnsdescription: An array of points.
metafilename: Curve.js
metapath: curves
description:
Get a sequence of equally spaced points (by arc distance) from the curve.

`1 + divisions` points will be returned.


longname: Phaser.Curves.Curve-getTangent
since: 3.0.0
name: getTangent
memberof: Phaser.Curves.Curve
scope: instance
signature: t:number,out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: Vector approximating the tangent line at the point t (delta +/- 0.0001)
metafilename: Curve.js
metapath: curves
description:
Get a unit vector tangent at a relative position on the curve.
In case any sub curve does not implement its tangent derivation,
2 points a small delta apart will be used to find its gradient
which seems to give a reasonable approximation


longname: Phaser.Curves.Line-draw
since: 3.0.0
name: draw
memberof: Phaser.Curves.Line
scope: instance
signature: graphics:Phaser.GameObjects.Graphics
returnstype: Phaser.GameObjects.Graphics
returnsdescription: The Graphics object to which the curve was drawn.
metafilename: LineCurve.js
metapath: curves
overrides: Phaser.Curves.Curve#draw
description:
Draws this curve on the given Graphics object.

The curve is drawn using `Graphics.lineBetween` so will be drawn at whatever the present Graphics line color is.
The Graphics object is not cleared before the draw, so the curve will appear on-top of anything else already rendered to it.


longname: Phaser.Curves.MoveTo-getPointAt
since: 3.0.0
name: getPointAt
memberof: Phaser.Curves.MoveTo
scope: instance
signature: u:number,out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: The modified `out` vector, or a new `Vector2` if none was provided.
metafilename: MoveTo.js
metapath: curves/path
description:
Retrieves the point at given position in the curve. This will always return this curve's only point.


longname: Phaser.Curves.Path-add
since: 3.0.0
name: add
memberof: Phaser.Curves.Path
scope: instance
signature: curve:Phaser.Curves.Curve
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
description:
Appends a Curve to the end of the Path.

The Curve does not have to start where the Path ends or, for an empty Path, at its defined starting point.


longname: Phaser.Curves.Path-closePath
since: 3.0.0
name: closePath
memberof: Phaser.Curves.Path
scope: instance
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
description:
Ensures that the Path is closed.

A closed Path starts and ends at the same point. If the Path is not closed, a straight Line Curve will be created from the ending point directly to the starting point. During the check, the actual starting point of the Path, i.e. the starting point of the first Curve, will be used as opposed to the Path's defined [startPoint](startPoint), which could differ.

Calling this method on an empty Path will result in an error.


longname: Phaser.Curves.Path-cubicBezierTo
since: 3.0.0
name: cubicBezierTo
memberof: Phaser.Curves.Path
scope: instance
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
description:
Creates a cubic bezier curve starting at the previous end point and ending at p3, using p1 and p2 as control points.

signature:
x:number|Phaser.Math.Vector2,y:number|Phaser.Math.Vector2,control1X:number|Phaser.Math.Vector2,control1Y?:number,control2X?:number,control2Y?:number


longname: Phaser.Curves.Path-ellipseTo
since: 3.0.0
name: ellipseTo
memberof: Phaser.Curves.Path
description: Creates an ellipse curve positioned at the previous end point, using the given parameters.
scope: instance
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
signature:
xRadius?:number,yRadius?:number,startAngle?:number,endAngle?:number,clockwise?:boolean,rotation?:number


longname: Phaser.Curves.Path-fromJSON
since: 3.0.0
name: fromJSON
memberof: Phaser.Curves.Path
scope: instance
signature: data:Phaser.Types.Curves.JSONPath
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
description:
Creates a Path from a Path Configuration object.

The provided object should be a [Phaser.Types.Curves.JSONPath](Phaser.Types.Curves.JSONPath), as returned by [#toJSON](#toJSON). Providing a malformed object may cause errors.


longname: Phaser.Curves.Path-getCurveLengths
since: 3.0.0
name: getCurveLengths
memberof: Phaser.Curves.Path
scope: instance
returnstype: Array.<number>
returnsdescription: An array containing the length of the Path at the end of each one of its Curves.
metafilename: Path.js
metapath: curves/path
description:
Returns an array containing the length of the Path at the end of each Curve.

The result of this method will be cached to avoid recalculating it in subsequent calls. The cache is only invalidated when the [#curves](#curves) array changes in length, leading to potential inaccuracies if a Curve in the Path is changed, or if a Curve is removed and another is added in its place.


longname: Phaser.Curves.Path-getEndPoint
since: 3.0.0
name: getEndPoint
memberof: Phaser.Curves.Path
scope: instance
signature: out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: The modified `out` object, or a new Vector2 if none was provided.
metafilename: Path.js
metapath: curves/path
description:
Returns the ending point of the Path.

A Path's ending point is equivalent to the ending point of the last Curve in the Path. For an empty Path, the ending point is at the Path's defined [#startPoint](#startPoint).


longname: Phaser.Curves.Path-getPoint
since: 3.0.0
name: getPoint
memberof: Phaser.Curves.Path
scope: instance
signature: t:number,out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: The modified `out` object, or a new `Vector2` if none was provided.
metafilename: Path.js
metapath: curves/path
description:
Calculates the coordinates of the point at the given normalized location (between 0 and 1) on the Path.

The location is relative to the entire Path, not to an individual Curve. A location of 0.5 is always in the middle of the Path and is thus an equal distance away from both its starting and ending points. In a Path with one Curve, it would be in the middle of the Curve; in a Path with two Curves, it could be anywhere on either one of them depending on their lengths.


longname: Phaser.Curves.Path-getRandomPoint
since: 3.0.0
name: getRandomPoint
memberof: Phaser.Curves.Path
scope: instance
signature: out?:Phaser.Math.Vector2
returnstype: Phaser.Math.Vector2
returnsdescription: The modified `out` object, or a new `Vector2` if none was provided.
metafilename: Path.js
metapath: curves/path
description:
Returns a randomly chosen point anywhere on the path. This follows the same rules as `getPoint` in that it may return a point on any Curve inside this path.

When calling this method multiple times, the points are not guaranteed to be equally spaced spatially.


longname: Phaser.Curves.Path-getSpacedPoints
since: 3.0.0
name: getSpacedPoints
memberof: Phaser.Curves.Path
scope: instance
signature: divisions?:number
returnstype: Array.<Phaser.Math.Vector2>
returnsdescription: A list of the points this path was subdivided into.
metafilename: Path.js
metapath: curves/path
description:
Divides this Path into a set of equally spaced points,

The resulting points are equally spaced with respect to the points' position on the path, but not necessarily equally spaced spatially.


longname: Phaser.Curves.Path-moveTo
since: 3.0.0
name: moveTo
memberof: Phaser.Curves.Path
scope: instance
signature: x:number|Phaser.Math.Vector2,y?:number
returnstype: Phaser.Curves.Path
returnsdescription: This Path object.
metafilename: Path.js
metapath: curves/path
description:
Creates a "gap" in this path from the path's current end point to the given coordinates.

After calling this function, this Path's end point will be equal to the given coordinates


longname: Phaser.Curves.Path-destroy
since: 3.0.0
name: destroy
memberof: Phaser.Curves.Path
scope: instance
metafilename: Path.js
metapath: curves/path
description:
Disposes of this Path, clearing its internal references to objects so they can be garbage-collected.


longname: Phaser.Data.DataManager-get
since: 3.0.0
name: get
memberof: Phaser.Data.DataManager
scope: instance
signature: key:string|Array.<string>
returnstype: *
metafilename: DataManager.js
metapath: data
description:
Retrieves the value for the given key, or undefined if it doesn't exist.

You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:

```javascript
this.data.get('gold');
```

Or access the value directly:

```javascript
this.data.values.gold;
```

You can also pass in an array of keys, in which case an array of values will be returned:

```javascript
this.data.get([ 'gold', 'armor', 'health' ]);
```

This approach is useful for destructuring arrays in ES6.

returnsdescription:
The value belonging to the given key, or an array of values, the order of which will match the input array.


longname: Phaser.Data.DataManager-set
since: 3.0.0
name: set
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.SET_DATA,Phaser.Data.Events.CHANGE_DATA,Phaser.Data.Events.CHANGE_DATA_KEY
signature: key:string|object,data:*
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.

```javascript
data.set('name', 'Red Gem Stone');
```

You can also pass in an object of key value pairs as the first argument:

```javascript
data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
```

To get a value back again you can call `get`:

```javascript
data.get('gold');
```

Or you can access the value directly via the `values` property, where it works like any other variable:

```javascript
data.values.gold += 50;
```

When the value is first set, a `setdata` event is emitted.

If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.


longname: Phaser.Data.DataManager-inc
since: 3.23.0
name: inc
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.SET_DATA,Phaser.Data.Events.CHANGE_DATA,Phaser.Data.Events.CHANGE_DATA_KEY
signature: key:string|object,data?:*
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Increase a value for the given key. If the key doesn't already exist in the Data Manager then it is increased from 0.

When the value is first set, a `setdata` event is emitted.


longname: Phaser.Data.DataManager-toggle
since: 3.23.0
name: toggle
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.SET_DATA,Phaser.Data.Events.CHANGE_DATA,Phaser.Data.Events.CHANGE_DATA_KEY
signature: key:string|object
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Toggle a boolean value for the given key. If the key doesn't already exist in the Data Manager then it is toggled from false.

When the value is first set, a `setdata` event is emitted.


longname: Phaser.Data.DataManager-merge
since: 3.0.0
name: merge
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.SET_DATA,Phaser.Data.Events.CHANGE_DATA,Phaser.Data.Events.CHANGE_DATA_KEY
signature: data:Object.<string, *>,overwrite?:boolean
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Merge the given object of key value pairs into this DataManager.

Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
will emit a `changedata` event.


longname: Phaser.Data.DataManager-remove
since: 3.0.0
name: remove
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.REMOVE_DATA
signature: key:string|Array.<string>
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Remove the value for the given key.

If the key is found in this Data Manager it is removed from the internal lists and a
`removedata` event is emitted.

You can also pass in an array of keys, in which case all keys in the array will be removed:

```javascript
this.data.remove([ 'gold', 'armor', 'health' ]);
```


longname: Phaser.Data.DataManager-pop
since: 3.0.0
name: pop
memberof: Phaser.Data.DataManager
scope: instance
fires: Phaser.Data.Events.REMOVE_DATA
signature: key:string
returnstype: *
returnsdescription: The value of the given key.
metafilename: DataManager.js
metapath: data
description:
Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.


longname: Phaser.Data.DataManager-has
since: 3.0.0
name: has
memberof: Phaser.Data.DataManager
scope: instance
signature: key:string
returnstype: boolean
returnsdescription: Returns `true` if the key exists, otherwise `false`.
metafilename: DataManager.js
metapath: data
description:
Determines whether the given key is set in this Data Manager.

Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.


longname: Phaser.Data.DataManager-setFreeze
since: 3.0.0
name: setFreeze
memberof: Phaser.Data.DataManager
scope: instance
signature: value:boolean
returnstype: Phaser.Data.DataManager
returnsdescription: This DataManager object.
metafilename: DataManager.js
metapath: data
description:
Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
to create new values or update existing ones.


longname: Phaser.Display.Align.In.BottomCenter
since: 3.0.0
name: BottomCenter
memberof: Phaser.Display.Align.In
description: Takes given Game Object and aligns it so that it is positioned in the bottom center of the other.
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: BottomCenter.js
metapath: display/align/in
signature:
gameObject:Phaser.GameObjects.GameObject,alignIn:Phaser.GameObjects.GameObject,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.In.QuickSet
since: 3.0.0
name: QuickSet
memberof: Phaser.Display.Align.In
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: QuickSet.js
metapath: display/align/in
description:
Takes given Game Object and aligns it so that it is positioned relative to the other.
The alignment used is based on the `position` argument, which is an `ALIGN_CONST` value, such as `LEFT_CENTER` or `TOP_RIGHT`.

signature:
child:Phaser.GameObjects.GameObject,alignIn:Phaser.GameObjects.GameObject,position:number,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.To.BottomCenter
since: 3.0.0
name: BottomCenter
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: BottomCenter.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the bottom center position of the other.

signature:
gameObject:Phaser.GameObjects.GameObject,alignTo:Phaser.GameObjects.GameObject,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.To.BottomLeft
since: 3.0.0
name: BottomLeft
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: BottomLeft.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the bottom left position of the other.

signature:
gameObject:Phaser.GameObjects.GameObject,alignTo:Phaser.GameObjects.GameObject,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.To.BottomRight
since: 3.0.0
name: BottomRight
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: BottomRight.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the bottom right position of the other.

signature:
gameObject:Phaser.GameObjects.GameObject,alignTo:Phaser.GameObjects.GameObject,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.To.LeftBottom
since: 3.0.0
name: LeftBottom
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: LeftBottom.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the left bottom position of the other.


longname: Phaser.Display.Align.To.LeftCenter
since: 3.0.0
name: LeftCenter
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: LeftCenter.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the left center position of the other.


longname: Phaser.Display.Align.To.LeftTop
since: 3.0.0
name: LeftTop
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: LeftTop.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the left top position of the other.


longname: Phaser.Display.Align.To.QuickSet
since: 3.22.0
name: QuickSet
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: QuickSet.js
metapath: display/align/to
description:
Takes a Game Object and aligns it next to another, at the given position.
The alignment used is based on the `position` argument, which is a `Phaser.Display.Align` property such as `LEFT_CENTER` or `TOP_RIGHT`.

signature:
child:Phaser.GameObjects.GameObject,alignTo:Phaser.GameObjects.GameObject,position:number,offsetX?:number,offsetY?:number


longname: Phaser.Display.Align.To.RightBottom
since: 3.0.0
name: RightBottom
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: RightBottom.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the right bottom position of the other.


longname: Phaser.Display.Align.To.RightCenter
since: 3.0.0
name: RightCenter
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: RightCenter.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the right center position of the other.


longname: Phaser.Display.Align.To.RightTop
since: 3.0.0
name: RightTop
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: RightTop.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the right top position of the other.


longname: Phaser.Display.Align.To.TopCenter
since: 3.0.0
name: TopCenter
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: TopCenter.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the top center position of the other.


longname: Phaser.Display.Align.To.TopLeft
since: 3.0.0
name: TopLeft
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: TopLeft.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the top left position of the other.


longname: Phaser.Display.Align.To.TopRight
since: 3.0.0
name: TopRight
memberof: Phaser.Display.Align.To
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The Game Object that was aligned.
metafilename: TopRight.js
metapath: display/align/to
description:
Takes given Game Object and aligns it so that it is positioned next to the top right position of the other.


longname: Phaser.Display.Bounds.GetOffsetX
since: 3.0.0
name: GetOffsetX
memberof: Phaser.Display.Bounds
scope: static
signature: gameObject:Phaser.GameObjects.GameObject
returnstype: number
returnsdescription: The horizontal offset of the Game Object.
metafilename: GetOffsetX.js
metapath: display/bounds
description:
Returns the amount the Game Object is visually offset from its x coordinate.
This is the same as `width * origin.x`.
This value will only be > 0 if `origin.x` is not equal to zero.


longname: Phaser.Display.Bounds.GetOffsetY
since: 3.0.0
name: GetOffsetY
memberof: Phaser.Display.Bounds
scope: static
signature: gameObject:Phaser.GameObjects.GameObject
returnstype: number
returnsdescription: The vertical offset of the Game Object.
metafilename: GetOffsetY.js
metapath: display/bounds
description:
Returns the amount the Game Object is visually offset from its y coordinate.
This is the same as `width * origin.y`.
This value will only be > 0 if `origin.y` is not equal to zero.


longname: Phaser.Display.Canvas.CanvasInterpolation.setCrisp
since: 3.0.0
name: setCrisp
memberof: Phaser.Display.Canvas.CanvasInterpolation
scope: static
signature: canvas:HTMLCanvasElement
returnstype: HTMLCanvasElement
returnsdescription: The canvas.
metafilename: CanvasInterpolation.js
metapath: display/canvas
description:
Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit).


longname: Phaser.Display.Canvas.CanvasPool.first
since: 3.0.0
name: first
memberof: Phaser.Display.Canvas.CanvasPool
description: Gets the first free canvas index from the pool.
scope: static
signature: canvasType?:number
returnstype: HTMLCanvasElement
metafilename: CanvasPool.js
metapath: display/canvas
returnsdescription:
The first free canvas, or `null` if a WebGL canvas was requested or if the pool doesn't have free canvases.


longname: Phaser.Display.Canvas.CanvasPool.remove
since: 3.0.0
name: remove
memberof: Phaser.Display.Canvas.CanvasPool
scope: static
signature: parent:*
metafilename: CanvasPool.js
metapath: display/canvas
description:
Looks up a canvas based on its parent, and if found puts it back in the pool, freeing it up for re-use.
The canvas has its width and height set to 1, and its parent attribute nulled.


longname: Phaser.Display.Canvas.Smoothing.getPrefix
since: 3.0.0
name: getPrefix
memberof: Phaser.Display.Canvas.Smoothing
description: Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.
scope: static
signature: context:CanvasRenderingContext2D|WebGLRenderingContext
returnstype: string
metafilename: Smoothing.js
metapath: display/canvas
returnsdescription:
The name of the property on the context which controls image smoothing (either `imageSmoothingEnabled` or a vendor-prefixed version thereof), or `null` if not supported.


longname: Phaser.Display.Canvas.Smoothing.enable
since: 3.0.0
name: enable
memberof: Phaser.Display.Canvas.Smoothing
scope: static
signature: context:CanvasRenderingContext2D|WebGLRenderingContext
returnstype: CanvasRenderingContext2D|WebGLRenderingContext
returnsdescription: The provided context.
metafilename: Smoothing.js
metapath: display/canvas
description:
Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
By default browsers have image smoothing enabled, which isn't always what you visually want, especially
when using pixel art in a game. Note that this sets the property on the context itself, so that any image
drawn to the context will be affected. This sets the property across all current browsers but support is
patchy on earlier browsers, especially on mobile.


longname: Phaser.Display.Canvas.Smoothing.isEnabled
since: 3.0.0
name: isEnabled
memberof: Phaser.Display.Canvas.Smoothing
scope: static
signature: context:CanvasRenderingContext2D|WebGLRenderingContext
returnstype: boolean
returnsdescription: `true` if smoothing is enabled on the context, otherwise `false`. `null` if not supported.
metafilename: Smoothing.js
metapath: display/canvas
description:
Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.
Returns null if no smoothing prefix is available.


longname: Phaser.Display.Canvas.TouchAction
since: 3.0.0
name: TouchAction
memberof: Phaser.Display.Canvas
scope: static
signature: canvas:HTMLCanvasElement,value?:string
returnstype: HTMLCanvasElement
returnsdescription: The canvas element.
metafilename: TouchAction.js
metapath: display/canvas
description:
Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.


longname: Phaser.Display.Canvas.UserSelect
since: 3.0.0
name: UserSelect
memberof: Phaser.Display.Canvas
scope: static
signature: canvas:HTMLCanvasElement,value?:string
returnstype: HTMLCanvasElement
returnsdescription: The canvas element.
metafilename: UserSelect.js
metapath: display/canvas
description:
Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.


longname: Phaser.Display.Color-saturate
since: 3.13.0
name: saturate
memberof: Phaser.Display.Color
scope: instance
signature: amount:number
returnstype: Phaser.Display.Color
returnsdescription: This Color object.
metafilename: Color.js
metapath: display/color
description:
Increase the saturation of this Color by the percentage amount given.
The saturation is the amount of the base color in the hue.


longname: Phaser.Display.Color-desaturate
since: 3.13.0
name: desaturate
memberof: Phaser.Display.Color
scope: instance
signature: amount:number
returnstype: Phaser.Display.Color
returnsdescription: This Color object.
metafilename: Color.js
metapath: display/color
description:
Decrease the saturation of this Color by the percentage amount given.
The saturation is the amount of the base color in the hue.


longname: Phaser.Display.Color.ColorSpectrum
since: 3.50.0
name: ColorSpectrum
memberof: Phaser.Display.Color
scope: static
signature: limit?:number
returnstype: Array.<Phaser.Types.Display.ColorObject>
returnsdescription: An array containing `limit` parameter number of elements, where each contains a Color Object.
metafilename: ColorSpectrum.js
metapath: display/color
description:
Return an array of Colors in a Color Spectrum.

The spectrum colors flow in the order: red, yellow, green, blue.

By default this function will return an array with 1024 elements in.

However, you can reduce this to a smaller quantity if needed, by specitying the `limit` parameter.


longname: Phaser.Display.Color.HexStringToColor
since: 3.0.0
name: HexStringToColor
memberof: Phaser.Display.Color
scope: static
signature: hex:string
returnstype: Phaser.Display.Color
returnsdescription: A Color object populated by the values of the given string.
metafilename: HexStringToColor.js
metapath: display/color
description:
Converts a hex string into a Phaser Color object.

The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.

An alpha channel is _not_ supported.


longname: Phaser.Display.Color.HSVColorWheel
since: 3.0.0
name: HSVColorWheel
memberof: Phaser.Display.Color
description: Get HSV color wheel values in an array which will be 360 elements in size.
scope: static
signature: s?:number,v?:number
returnstype: Array.<Phaser.Types.Display.ColorObject>
metafilename: HSVColorWheel.js
metapath: display/color
returnsdescription:
An array containing 360 elements, where each contains a single numeric value corresponding to the color at that point in the HSV color wheel.


longname: Phaser.Display.Color.HSVToRGB
since: 3.0.0
name: HSVToRGB
memberof: Phaser.Display.Color
scope: static
signature: h:number,s:number,v:number,out?:Phaser.Types.Display.ColorObject|Phaser.Display.Color
returnstype: Phaser.Types.Display.ColorObject|Phaser.Display.Color
returnsdescription: An object with the red, green and blue values set in the r, g and b properties.
metafilename: HSVToRGB.js
metapath: display/color
description:
Converts a HSV (hue, saturation and value) color set to RGB.

Conversion formula from [https://en.wikipedia.org/wiki/HSL_and_HSV](https://en.wikipedia.org/wiki/HSL_and_HSV)

Assumes HSV values are contained in the set [0, 1].


longname: Phaser.Display.Color.IntegerToRGB
since: 3.0.0
name: IntegerToRGB
memberof: Phaser.Display.Color
scope: static
signature: input:number
returnstype: Phaser.Types.Display.ColorObject
returnsdescription: An object with the red, green and blue values set in the r, g and b properties.
metafilename: IntegerToRGB.js
metapath: display/color
description:
Return the component parts of a color as an Object with the properties alpha, red, green, blue.

Alpha will only be set if it exists in the given color (0xAARRGGBB)


longname: Phaser.Display.Color.RandomRGB
since: 3.0.0
name: RandomRGB
memberof: Phaser.Display.Color
scope: static
signature: min?:number,max?:number
returnstype: Phaser.Display.Color
returnsdescription: A Color object.
metafilename: RandomRGB.js
metapath: display/color
description:
Creates a new Color object where the r, g, and b values have been set to random values
based on the given min max values.


longname: Phaser.Display.Color.RGBStringToColor
since: 3.0.0
name: RGBStringToColor
memberof: Phaser.Display.Color
scope: static
signature: rgb:string
returnstype: Phaser.Display.Color
returnsdescription: A Color object.
metafilename: RGBStringToColor.js
metapath: display/color
description:
Converts a CSS 'web' string into a Phaser Color object.

The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1].


longname: Phaser.Display.Color.RGBToHSV
since: 3.0.0
name: RGBToHSV
memberof: Phaser.Display.Color
scope: static
signature: r:number,g:number,b:number,out?:Phaser.Types.Display.HSVColorObject|Phaser.Display.Color
returnstype: Phaser.Types.Display.HSVColorObject|Phaser.Display.Color
returnsdescription: An object with the properties `h`, `s` and `v` set.
metafilename: RGBToHSV.js
metapath: display/color
description:
Converts an RGB color value to HSV (hue, saturation and value).
Conversion formula from [http://en.wikipedia.org/wiki/HSL_color_space.](http://en.wikipedia.org/wiki/HSL_color_space.)
Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].
Based on code by Michael Jackson (https://github.com/mjijackson)


longname: Phaser.Display.Color.ValueToColor
since: 3.0.0
name: ValueToColor
memberof: Phaser.Display.Color
scope: static
signature: input:string|number|Phaser.Types.Display.InputColorObject
returnstype: Phaser.Display.Color
returnsdescription: A Color object.
metafilename: ValueToColor.js
metapath: display/color
description:
Converts the given source color value into an instance of a Color class.
The value can be either a string, prefixed with `rgb` or a hex string, a number or an Object.


longname: Phaser.Display.Masks.BitmapMask-createMask
since: 3.50.0
name: createMask
memberof: Phaser.Display.Masks.BitmapMask
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
description:
Creates the WebGL Texture2D objects and Framebuffers required for this
mask. If this mask has already been created, then `clearMask` is called first.


longname: Phaser.Display.Masks.BitmapMask-clearMask
since: 3.50.0
name: clearMask
memberof: Phaser.Display.Masks.BitmapMask
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
description:
Deletes the `mainTexture` and `maskTexture` WebGL Textures and deletes
the `mainFramebuffer` and `maskFramebuffer` too, nulling all references.

This is called when this mask is destroyed, or if you try to creat a new
mask from this object when one is already set.


longname: Phaser.Display.Masks.BitmapMask-preRenderWebGL
since: 3.0.0
name: preRenderWebGL
memberof: Phaser.Display.Masks.BitmapMask
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
description:
Prepares the WebGL Renderer to render a Game Object with this mask applied.

This renders the masking Game Object to the mask framebuffer and switches to the main framebuffer so that the masked Game Object will be rendered to it instead of being rendered directly to the frame.

signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer,maskedObject:Phaser.GameObjects.GameObject,camera:Phaser.Cameras.Scene2D.Camera


longname: Phaser.Display.Masks.BitmapMask-postRenderWebGL
since: 3.0.0
name: postRenderWebGL
memberof: Phaser.Display.Masks.BitmapMask
scope: instance
signature: renderer:Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer
metafilename: BitmapMask.js
metapath: display/mask
description:
Finalizes rendering of a masked Game Object.

This resets the previously bound framebuffer and switches the WebGL Renderer to the Bitmap Mask Pipeline, which uses a special fragment shader to apply the masking effect.


longname: Phaser.Display.Masks.BitmapMask-preRenderCanvas
since: 3.0.0
name: preRenderCanvas
memberof: Phaser.Display.Masks.BitmapMask
description: This is a NOOP method. Bitmap Masks are not supported by the Canvas Renderer.
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer,mask:Phaser.GameObjects.GameObject,camera:Phaser.Cameras.Scene2D.Camera


longname: Phaser.Display.Masks.BitmapMask-destroy
since: 3.7.0
name: destroy
memberof: Phaser.Display.Masks.BitmapMask
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
description:
Destroys this BitmapMask and nulls any references it holds.

Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
so be sure to call `clearMask` on any Game Object using it, before destroying it.


longname: Phaser.Display.Masks.GeometryMask-setInvertAlpha
since: 3.17.0
name: setInvertAlpha
memberof: Phaser.Display.Masks.GeometryMask
scope: instance
signature: value?:boolean
returnstype: Phaser.Display.Masks.GeometryMask
returnsdescription: This Geometry Mask
metafilename: GeometryMask.js
metapath: display/mask
description:
Sets the `invertAlpha` property of this Geometry Mask.

Inverting the alpha essentially flips the way the mask works.

This is a WebGL only feature.


longname: Phaser.Display.Masks.GeometryMask-preRenderWebGL
since: 3.0.0
name: preRenderWebGL
memberof: Phaser.Display.Masks.GeometryMask
scope: instance
metafilename: GeometryMask.js
metapath: display/mask
description:
Renders the Geometry Mask's underlying Graphics object to the OpenGL stencil buffer and enables the stencil test, which clips rendered pixels according to the mask.

signature:
renderer:Phaser.Renderer.WebGL.WebGLRenderer,child:Phaser.GameObjects.GameObject,camera:Phaser.Cameras.Scene2D.Camera


longname: Phaser.Display.Masks.GeometryMask-postRenderWebGL
since: 3.0.0
name: postRenderWebGL
memberof: Phaser.Display.Masks.GeometryMask
scope: instance
signature: renderer:Phaser.Renderer.WebGL.WebGLRenderer
metafilename: GeometryMask.js
metapath: display/mask
description:
Flushes all rendered pixels and disables the stencil test of a WebGL context, thus disabling the mask for it.


longname: Phaser.Display.Masks.GeometryMask-preRenderCanvas
since: 3.0.0
name: preRenderCanvas
memberof: Phaser.Display.Masks.GeometryMask
description: Sets the clipping path of a 2D canvas context to the Geometry Mask's underlying Graphics object.
scope: instance
metafilename: GeometryMask.js
metapath: display/mask
signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer,mask:Phaser.GameObjects.GameObject,camera:Phaser.Cameras.Scene2D.Camera


longname: Phaser.Display.Masks.GeometryMask-destroy
since: 3.7.0
name: destroy
memberof: Phaser.Display.Masks.GeometryMask
scope: instance
metafilename: GeometryMask.js
metapath: display/mask
description:
Destroys this GeometryMask and nulls any references it holds.

Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
so be sure to call `clearMask` on any Game Object using it, before destroying it.


longname: Phaser.Display.RGB-set
since: 3.50.0
name: set
memberof: Phaser.Display.RGB
scope: instance
signature: red?:number,green?:number,blue?:number
returnstype: Phaser.Display.RGB
returnsdescription: This RGB instance.
metafilename: RGB.js
metapath: display
description:
Sets the red, green and blue values of this RGB object, flags it as being
dirty and then invokes the `onChangeCallback`, if set.


longname: Phaser.Display.RGB-equals
since: 3.50.0
name: equals
memberof: Phaser.Display.RGB
scope: instance
signature: red:number,green:number,blue:number
returnstype: boolean
returnsdescription: `true` if the given values match those in this object, otherwise `false`.
metafilename: RGB.js
metapath: display
description:
Compares the given rgb parameters with those in this object and returns
a boolean `true` value if they are equal, otherwise it returns `false`.


longname: Phaser.Display.RGB-onChange
since: 3.50.0
name: onChange
memberof: Phaser.Display.RGB
scope: instance
metafilename: RGB.js
metapath: display
description:
Internal on change handler. Sets this object as being dirty and
then invokes the `onChangeCallback`, if set, passing in the
new RGB values.


longname: Phaser.DOM.AddToDOM
since: 3.0.0
name: AddToDOM
memberof: Phaser.DOM
scope: static
signature: element:HTMLElement,parent?:string|HTMLElement
returnstype: HTMLElement
returnsdescription: The element that was added to the DOM.
metafilename: AddToDOM.js
metapath: dom
description:
Adds the given element to the DOM. If a parent is provided the element is added as a child of the parent, providing it was able to access it.
If no parent was given it falls back to using `document.body`.


longname: Phaser.DOM.DOMContentLoaded
since: 3.0.0
name: DOMContentLoaded
memberof: Phaser.DOM
scope: static
signature: callback:ContentLoadedCallback
metafilename: DOMContentLoaded.js
metapath: dom
description:
Inspects the readyState of the document. If the document is already complete then it invokes the given callback.
If not complete it sets up several event listeners such as `deviceready`, and once those fire, it invokes the callback.
Called automatically by the Phaser.Game instance. Should not usually be accessed directly.


longname: Phaser.DOM.GetInnerHeight
since: 3.16.0
name: GetInnerHeight
memberof: Phaser.DOM
scope: static
signature: iOS:boolean
returnstype: number
returnsdescription: The inner height value.
metafilename: GetInnerHeight.js
metapath: dom
description:
Attempts to determine the document inner height across iOS and standard devices.
Based on code by @tylerjpeterson


longname: Phaser.DOM.GetTarget
since: 3.16.0
name: GetTarget
memberof: Phaser.DOM
scope: static
signature: element:HTMLElement
metafilename: GetTarget.js
metapath: dom
description:
Attempts to get the target DOM element based on the given value, which can be either
a string, in which case it will be looked-up by ID, or an element node. If nothing
can be found it will return a reference to the document.body.


longname: Phaser.DOM.ParseXML
since: 3.0.0
name: ParseXML
memberof: Phaser.DOM
scope: static
signature: data:string
returnstype: DOMParser|ActiveXObject
returnsdescription: The parsed XML data, or `null` if the data could not be parsed.
metafilename: ParseXML.js
metapath: dom
description:
Takes the given data string and parses it as XML.
First tries to use the window.DOMParser and reverts to the Microsoft.XMLDOM if that fails.
The parsed XML object is returned, or `null` if there was an error while parsing the data.


longname: Phaser.GameObjects.DynamicBitmapText-setDisplayCallback
since: 3.0.0
name: setDisplayCallback
memberof: Phaser.GameObjects.DynamicBitmapText
scope: instance
signature: callback:Phaser.Types.GameObjects.BitmapText.DisplayCallback
returnstype: Phaser.GameObjects.DynamicBitmapText
returnsdescription: This Game Object.
metafilename: DynamicBitmapText.js
metapath: gameobjects/bitmaptext/dynamic
description:
Set a callback that alters how each character of the Bitmap Text is rendered.

The callback receives a [Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig](Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig) object that contains information about the character that's
about to be rendered.

It should return an object with `x`, `y`, `scale` and `rotation` properties that will be used instead of the
usual values when rendering.


longname: Phaser.GameObjects.DynamicBitmapText-renderCanvas
since: 3.0.0
name: renderCanvas
memberof: Phaser.GameObjects.DynamicBitmapText
scope: instance
metafilename: DynamicBitmapTextCanvasRenderer.js
metapath: gameobjects/bitmaptext/dynamic
overrides: Phaser.GameObjects.BitmapText#renderCanvas
access: private
description:
Renders this Game Object with the Canvas Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer,src:Phaser.GameObjects.DynamicBitmapText,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.GameObjectCreator-dynamicBitmapText
since: 3.0.0 ²
name: dynamicBitmapText
memberof: Phaser.GameObjects.GameObjectCreator
scope: instance
signature: config:Phaser.Types.GameObjects.BitmapText.BitmapTextConfig,addToScene?:boolean
returnstype: Phaser.GameObjects.DynamicBitmapText
returnsdescription: The Game Object that was created.
metafilename: DynamicBitmapTextCreator.js
metapath: gameobjects/bitmaptext/dynamic
description:
Creates a new Dynamic Bitmap Text Game Object and returns it.

Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.


longname: Phaser.GameObjects.GameObjectFactory-dynamicBitmapText
since: 3.0.0
name: dynamicBitmapText
memberof: Phaser.GameObjects.GameObjectFactory
scope: instance
signature: x:number,y:number,font:string,text?:string|Array.<string>,size?:number
returnstype: Phaser.GameObjects.DynamicBitmapText
returnsdescription: The Game Object that was created.
metafilename: DynamicBitmapTextFactory.js
metapath: gameobjects/bitmaptext/dynamic
description:
Creates a new Dynamic Bitmap Text Game Object and adds it to the Scene.

BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.

During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to
match the font structure.

Dynamic Bitmap Text objects are different from Static Bitmap Text in that they invoke a callback for each
letter being rendered during the render pass. This callback allows you to manipulate the properties of
each letter being rendered, such as its position, scale or tint, allowing you to create interesting effects
like jiggling text, which can't be done with Static text. This means that Dynamic Text takes more processing
time, so only use them if you require the callback ability they have.

BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
processing the font texture in an image editor, applying fills and any other effects required.

To create multi-line text insert \r, \n or \r\n escape codes into the text string.

To create a BitmapText data files you need a 3rd party app such as:

BMFont (Windows, free): [http://www.angelcode.com/products/bmfont/](http://www.angelcode.com/products/bmfont/)
Glyph Designer (OS X, commercial): [http://www.71squared.com/en/glyphdesigner](http://www.71squared.com/en/glyphdesigner)
Littera (Web-based, free): [http://kvazars.com/littera/](http://kvazars.com/littera/)

For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: [http://codebeautify.org/xmltojson](http://codebeautify.org/xmltojson)

Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.


longname: Phaser.GameObjects.DynamicBitmapText-renderWebGL
since: 3.0.0
name: renderWebGL
memberof: Phaser.GameObjects.DynamicBitmapText
scope: instance
metafilename: DynamicBitmapTextWebGLRenderer.js
metapath: gameobjects/bitmaptext/dynamic
overrides: Phaser.GameObjects.BitmapText#renderWebGL
access: private
description:
Renders this Game Object with the WebGL Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.WebGL.WebGLRenderer,src:Phaser.GameObjects.DynamicBitmapText,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.RetroFont.Parse
since: 3.0.0
name: Parse
memberof: Phaser.GameObjects.RetroFont
scope: static
signature: scene:Phaser.Scene,config:Phaser.Types.GameObjects.BitmapText.RetroFontConfig
returnstype: object
returnsdescription: A parsed Bitmap Font data entry for the Bitmap Font cache.
metafilename: ParseRetroFont.js
metapath: gameobjects/bitmaptext
description:
Parses a Retro Font configuration object so you can pass it to the BitmapText constructor
and create a BitmapText object using a fixed-width retro font.


longname: Phaser.GameObjects.BitmapText-setLeftAlign
since: 3.11.0
name: setLeftAlign
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Set the lines of text in this BitmapText to be left-aligned.
This only has any effect if this BitmapText contains more than one line of text.


longname: Phaser.GameObjects.BitmapText-setCenterAlign
since: 3.11.0
name: setCenterAlign
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Set the lines of text in this BitmapText to be center-aligned.
This only has any effect if this BitmapText contains more than one line of text.


longname: Phaser.GameObjects.BitmapText-setRightAlign
since: 3.11.0
name: setRightAlign
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Set the lines of text in this BitmapText to be right-aligned.
This only has any effect if this BitmapText contains more than one line of text.


longname: Phaser.GameObjects.BitmapText-setLetterSpacing
since: 3.4.0
name: setLetterSpacing
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: spacing?:number
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Sets the letter spacing between each character of this Bitmap Text.
Can be a positive value to increase the space, or negative to reduce it.
Spacing is applied after the kerning values have been set.


longname: Phaser.GameObjects.BitmapText-setText
since: 3.0.0
name: setText
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: value:string|Array.<string>
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Set the textual content of this BitmapText.

An array of strings will be converted into multi-line text. Use the align methods to change multi-line alignment.


longname: Phaser.GameObjects.BitmapText-setDropShadow
since: 3.50.0
name: setDropShadow
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: x?:number,y?:number,color?:number,alpha?:number
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Sets a drop shadow effect on this Bitmap Text.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

You can set the vertical and horizontal offset of the shadow, as well as the color and alpha.

Once a shadow has been enabled you can modify the `dropShadowX` and `dropShadowY` properties of this
Bitmap Text directly to adjust the position of the shadow in real-time.

If you wish to clear the shadow, call this method with no parameters specified.


longname: Phaser.GameObjects.BitmapText-setCharacterTint
since: 3.50.0
name: setCharacterTint
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Sets a tint on a range of characters in this Bitmap Text, starting from the `start` parameter index
and running for `length` quantity of characters.

The `start` parameter can be negative. In this case, it starts at the end of the text and counts
backwards `start` places.

You can also pass in -1 as the `length` and it will tint all characters from `start`
up until the end of the string.
Remember that spaces and punctuation count as characters.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

The tint works by taking the pixel color values from the Bitmap Text texture, and then
multiplying it by the color value of the tint. You can provide either one color value,
in which case the whole character will be tinted in that color. Or you can provide a color
per corner. The colors are blended together across the extent of the character range.

To swap this from being an additive tint to a fill based tint, set the `tintFill` parameter to `true`.

To modify the tint color once set, call this method again with new color values.

Using `setWordTint` can override tints set by this function, and vice versa.

To remove a tint call this method with just the `start`, and optionally, the `length` parameters defined.

signature:
start?:number,length?:number,tintFill?:boolean,topLeft?:number,topRight?:number,bottomLeft?:number,bottomRight?:number


longname: Phaser.GameObjects.BitmapText-setWordTint
since: 3.50.0
name: setWordTint
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Sets a tint on a matching word within this Bitmap Text.

The `word` parameter can be either a string or a number.

If a string, it will run a string comparison against the text contents, and if matching,
it will tint the whole word.

If a number, if till that word, based on its offset within the text contents.

The `count` parameter controls how many words are replaced. Pass in -1 to replace them all.

This parameter is ignored if you pass a number as the `word` to be searched for.

This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.

The tint works by taking the pixel color values from the Bitmap Text texture, and then
multiplying it by the color value of the tint. You can provide either one color value,
in which case the whole character will be tinted in that color. Or you can provide a color
per corner. The colors are blended together across the extent of the character range.

To swap this from being an additive tint to a fill based tint, set the `tintFill` parameter to `true`.

To modify the tint color once set, call this method again with new color values.

Using `setCharacterTint` can override tints set by this function, and vice versa.

signature:
word:string|number,count?:number,tintFill?:boolean,topLeft?:number,topRight?:number,bottomLeft?:number,bottomRight?:number


longname: Phaser.GameObjects.BitmapText-getTextBounds
since: 3.0.0
name: getTextBounds
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: round?:boolean
returnstype: Phaser.Types.GameObjects.BitmapText.BitmapTextSize
returnsdescription: An object that describes the size of this Bitmap Text.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Calculate the bounds of this Bitmap Text.

An object is returned that contains the position, width and height of the Bitmap Text in local and global
contexts.

Local size is based on just the font size and a [0, 0] position.

Global size takes into account the Game Object's scale, world position and display origin.

Also in the object is data regarding the length of each line, should this be a multi-line BitmapText.


longname: Phaser.GameObjects.BitmapText-getCharacterAt
since: 3.50.0
name: getCharacterAt
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: x:number,y:number,camera?:Phaser.Cameras.Scene2D.Camera
returnstype: Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter
returnsdescription: The character object at the given position, or `null`.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Gets the character located at the given x/y coordinate within this Bitmap Text.

The coordinates you pass in are translated into the local space of the
Bitmap Text, however, it is up to you to first translate the input coordinates to world space.

If you wish to use this in combination with an input event, be sure
to pass in `Pointer.worldX` and `worldY` so they are in world space.

In some cases, based on kerning, characters can overlap. When this happens,
the first character in the word is returned.

Note that this does not work for DynamicBitmapText if you have changed the
character positions during render. It will only scan characters in their un-translated state.


longname: Phaser.GameObjects.BitmapText-updateDisplayOrigin
since: 3.0.0
name: updateDisplayOrigin
memberof: Phaser.GameObjects.BitmapText
scope: instance
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This Game Object instance.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
overrides: Phaser.GameObjects.Components.Origin#updateDisplayOrigin
description:
Updates the Display Origin cached values internally stored on this Game Object.
You don't usually call this directly, but it is exposed for edge-cases where you may.


longname: Phaser.GameObjects.BitmapText-setFont
since: 3.11.0
name: setFont
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: font:string,size?:number,align?:number
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Changes the font this BitmapText is using to render.

The new texture is loaded and applied to the BitmapText. The existing test, size and alignment are preserved,
unless overridden via the arguments.


longname: Phaser.GameObjects.BitmapText-setMaxWidth
since: 3.21.0
name: setMaxWidth
memberof: Phaser.GameObjects.BitmapText
scope: instance
signature: value:number,wordWrapCharCode?:number
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: This BitmapText Object.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Sets the maximum display width of this BitmapText in pixels.

If `BitmapText.text` is longer than `maxWidth` then the lines will be automatically wrapped
based on the previous whitespace character found in the line.

If no whitespace was found then no wrapping will take place and consequently the `maxWidth` value will not be honored.

Disable maxWidth by setting the value to 0.

You can set the whitespace character to be searched for by setting the `wordWrapCharCode` parameter or property.


longname: Phaser.GameObjects.BitmapText.ParseFromAtlas
since: 3.0.0
name: ParseFromAtlas
memberof: Phaser.GameObjects.BitmapText
scope: static
returnstype: boolean
returnsdescription: Whether the parsing was successful or not.
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Parse an XML Bitmap Font from an Atlas.

Adds the parsed Bitmap Font data to the cache with the `fontName` key.

signature:
scene:Phaser.Scene,fontName:string,textureKey:string,frameKey:string,xmlKey:string,xSpacing?:number,ySpacing?:number


longname: Phaser.GameObjects.BitmapText-renderCanvas
since: 3.0.0
name: renderCanvas
memberof: Phaser.GameObjects.BitmapText
scope: instance
metafilename: BitmapTextCanvasRenderer.js
metapath: gameobjects/bitmaptext/static
access: private
description:
Renders this Game Object with the Canvas Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer,src:Phaser.GameObjects.BitmapText,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.GameObjectCreator-bitmapText
since: 3.0.0
name: bitmapText
memberof: Phaser.GameObjects.GameObjectCreator
scope: instance
signature: config:Phaser.Types.GameObjects.BitmapText.BitmapTextConfig,addToScene?:boolean
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: The Game Object that was created.
metafilename: BitmapTextCreator.js
metapath: gameobjects/bitmaptext/static
description:
Creates a new Bitmap Text Game Object and returns it.

Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser.


longname: Phaser.GameObjects.GameObjectFactory-bitmapText
since: 3.0.0
name: bitmapText
memberof: Phaser.GameObjects.GameObjectFactory
scope: instance
signature: x:number,y:number,font:string,text?:string|Array.<string>,size?:number,align?:number
returnstype: Phaser.GameObjects.BitmapText
returnsdescription: The Game Object that was created.
metafilename: BitmapTextFactory.js
metapath: gameobjects/bitmaptext/static
description:
Creates a new Bitmap Text Game Object and adds it to the Scene.

BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.

During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to
match the font structure.

BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
processing the font texture in an image editor, applying fills and any other effects required.

To create multi-line text insert \r, \n or \r\n escape codes into the text string.

To create a BitmapText data files you need a 3rd party app such as:

BMFont (Windows, free): [http://www.angelcode.com/products/bmfont/](http://www.angelcode.com/products/bmfont/)
Glyph Designer (OS X, commercial): [http://www.71squared.com/en/glyphdesigner](http://www.71squared.com/en/glyphdesigner)
Littera (Web-based, free): [http://kvazars.com/littera/](http://kvazars.com/littera/)

For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: [http://codebeautify.org/xmltojson](http://codebeautify.org/xmltojson)

Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser.


longname: Phaser.GameObjects.BitmapText-renderWebGL
since: 3.0.0
name: renderWebGL
memberof: Phaser.GameObjects.BitmapText
scope: instance
metafilename: BitmapTextWebGLRenderer.js
metapath: gameobjects/bitmaptext/static
access: private
description:
Renders this Game Object with the WebGL Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.WebGL.WebGLRenderer,src:Phaser.GameObjects.BitmapText,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.Blitter-create
since: 3.0.0
name: create
memberof: Phaser.GameObjects.Blitter
scope: instance
signature: x:number,y:number,frame?:string|number|Phaser.Textures.Frame,visible?:boolean,index?:number
returnstype: Phaser.GameObjects.Bob
returnsdescription: The newly created Bob object.
metafilename: Blitter.js
metapath: gameobjects/blitter
description:
Creates a new Bob in this Blitter.

The Bob is created at the given coordinates, relative to the Blitter and uses the given frame.
A Bob can use any frame belonging to the texture bound to the Blitter.


longname: Phaser.GameObjects.Blitter-createFromCallback
since: 3.0.0
name: createFromCallback
memberof: Phaser.GameObjects.Blitter
scope: instance
returnstype: Array.<Phaser.GameObjects.Bob>
returnsdescription: An array of Bob objects that were created.
metafilename: Blitter.js
metapath: gameobjects/blitter
description:
Creates multiple Bob objects within this Blitter and then passes each of them to the specified callback.

signature:
callback:CreateCallback,quantity:number,frame?:string|number|Phaser.Textures.Frame|Array.<string>|Array.<number>|Array.<Phaser.Textures.Frame>,visible?:boolean


longname: Phaser.GameObjects.Blitter-createMultiple
since: 3.0.0
name: createMultiple
memberof: Phaser.GameObjects.Blitter
scope: instance
returnstype: Array.<Phaser.GameObjects.Bob>
returnsdescription: An array of Bob objects that were created.
metafilename: Blitter.js
metapath: gameobjects/blitter
description:
Creates multiple Bobs in one call.

The amount created is controlled by a combination of the `quantity` argument and the number of frames provided.

If the quantity is set to 10 and you provide 2 frames, then 20 Bobs will be created. 10 with the first
frame and 10 with the second.

signature:
quantity:number,frame?:string|number|Phaser.Textures.Frame|Array.<string>|Array.<number>|Array.<Phaser.Textures.Frame>,visible?:boolean


longname: Phaser.GameObjects.Blitter-getRenderList
since: 3.0.0
name: getRenderList
memberof: Phaser.GameObjects.Blitter
scope: instance
returnstype: Array.<Phaser.GameObjects.Bob>
returnsdescription: An array of Bob objects that will be rendered this frame.
metafilename: Blitter.js
metapath: gameobjects/blitter
description:
Returns an array of Bobs to be rendered.
If the Blitter is dirty then a new list is generated and stored in `renderList`.


longname: Phaser.GameObjects.Blitter-renderCanvas
since: 3.0.0
name: renderCanvas
memberof: Phaser.GameObjects.Blitter
scope: instance
metafilename: BlitterCanvasRenderer.js
metapath: gameobjects/blitter
access: private
description:
Renders this Game Object with the Canvas Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.Canvas.CanvasRenderer,src:Phaser.GameObjects.Blitter,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.GameObjectCreator-blitter
since: 3.0.0
name: blitter
memberof: Phaser.GameObjects.GameObjectCreator
scope: instance
signature: config:object,addToScene?:boolean
returnstype: Phaser.GameObjects.Blitter
returnsdescription: The Game Object that was created.
metafilename: BlitterCreator.js
metapath: gameobjects/blitter
description:
Creates a new Blitter Game Object and returns it.

Note: This method will only be available if the Blitter Game Object has been built into Phaser.


longname: Phaser.GameObjects.GameObjectFactory-blitter
since: 3.0.0
name: blitter
memberof: Phaser.GameObjects.GameObjectFactory
scope: instance
signature: x:number,y:number,key:string,frame?:string|number
returnstype: Phaser.GameObjects.Blitter
returnsdescription: The Game Object that was created.
metafilename: BlitterFactory.js
metapath: gameobjects/blitter
description:
Creates a new Blitter Game Object and adds it to the Scene.

Note: This method will only be available if the Blitter Game Object has been built into Phaser.


longname: Phaser.GameObjects.Blitter-renderWebGL
since: 3.0.0
name: renderWebGL
memberof: Phaser.GameObjects.Blitter
scope: instance
metafilename: BlitterWebGLRenderer.js
metapath: gameobjects/blitter
access: private
description:
Renders this Game Object with the WebGL Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

signature:
renderer:Phaser.Renderer.WebGL.WebGLRenderer,src:Phaser.GameObjects.Blitter,camera:Phaser.Cameras.Scene2D.Camera,parentMatrix:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.Bob-setFrame
since: 3.0.0
name: setFrame
memberof: Phaser.GameObjects.Bob
scope: instance
signature: frame?:string|number|Phaser.Textures.Frame
returnstype: Phaser.GameObjects.Bob
returnsdescription: This Bob Game Object.
metafilename: Bob.js
metapath: gameobjects/blitter
description:
Changes the Texture Frame being used by this Bob.
The frame must be part of the Texture the parent Blitter is using.
If no value is given it will use the default frame of the Blitter parent.


longname: Phaser.GameObjects.Bob-resetFlip
since: 3.0.0
name: resetFlip
memberof: Phaser.GameObjects.Bob
scope: instance
returnstype: Phaser.GameObjects.Bob
returnsdescription: This Bob Game Object.
metafilename: Bob.js
metapath: gameobjects/blitter
description:
Resets the horizontal and vertical flipped state of this Bob back to their default un-flipped state.


longname: Phaser.GameObjects.Bob-reset
since: 3.0.0
name: reset
memberof: Phaser.GameObjects.Bob
scope: instance
signature: x:number,y:number,frame?:string|number|Phaser.Textures.Frame
returnstype: Phaser.GameObjects.Bob
returnsdescription: This Bob Game Object.
metafilename: Bob.js
metapath: gameobjects/blitter
description:
Resets this Bob.

Changes the position to the values given, and optionally changes the frame.

Also resets the flipX and flipY values, sets alpha back to 1 and visible to true.


longname: Phaser.GameObjects.Bob-setAlpha
since: 3.0.0
name: setAlpha
memberof: Phaser.GameObjects.Bob
scope: instance
signature: value:number
returnstype: Phaser.GameObjects.Bob
returnsdescription: This Bob Game Object.
metafilename: Bob.js
metapath: gameobjects/blitter
description:
Set the Alpha level of this Bob. The alpha controls the opacity of the Game Object as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

A Bob with alpha 0 will skip rendering.


longname: Phaser.GameObjects.Bob-destroy
since: 3.0.0
name: destroy
memberof: Phaser.GameObjects.Bob
scope: instance
metafilename: Bob.js
metapath: gameobjects/blitter
description:
Destroys this Bob instance.
Removes itself from the Blitter and clears the parent, frame and data properties.


longname: Phaser.GameObjects.BuildGameObject
since: 3.0.0
name: BuildGameObject
memberof: Phaser.GameObjects
description: Builds a Game Object using the provided configuration object.
scope: static
returnstype: Phaser.GameObjects.GameObject
returnsdescription: The built Game Object.
metafilename: BuildGameObject.js
metapath: gameobjects
signature:
scene:Phaser.Scene,gameObject:Phaser.GameObjects.GameObject,config:Phaser.Types.GameObjects.GameObjectConfig


longname: Phaser.GameObjects.Components.Alpha-clearAlpha
since: 3.0.0
name: clearAlpha
memberof: Phaser.GameObjects.Components.Alpha
scope: instance
returnstype: Phaser.GameObjects.Components.Alpha
returnsdescription: This Game Object instance.
metafilename: Alpha.js
metapath: gameobjects/components
description:
Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).


longname: Phaser.GameObjects.Components.Alpha-setAlpha
since: 3.0.0
name: setAlpha
memberof: Phaser.GameObjects.Components.Alpha
scope: instance
signature: topLeft?:number,topRight?:number,bottomLeft?:number,bottomRight?:number
returnstype: Phaser.GameObjects.Components.Alpha
returnsdescription: This Game Object instance.
metafilename: Alpha.js
metapath: gameobjects/components
description:
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

If your game is running under WebGL you can optionally specify four different alpha values, each of which
correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.


longname: Phaser.GameObjects.Components.AlphaSingle-setAlpha
since: 3.0.0
name: setAlpha
memberof: Phaser.GameObjects.Components.AlphaSingle
scope: instance
signature: value?:number
returnstype: Phaser.GameObjects.Components.AlphaSingle
returnsdescription: This Game Object instance.
metafilename: AlphaSingle.js
metapath: gameobjects/components
description:
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.


longname: Phaser.GameObjects.Components.BlendMode-setBlendMode
since: 3.0.0
name: setBlendMode
memberof: Phaser.GameObjects.Components.BlendMode
scope: instance
signature: value:string|Phaser.BlendModes
returnstype: Phaser.GameObjects.Components.BlendMode
returnsdescription: This Game Object instance.
metafilename: BlendMode.js
metapath: gameobjects/components
description:
Sets the Blend Mode being used by this Game Object.

This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

* ADD
* MULTIPLY
* SCREEN
* ERASE (only works when rendering to a framebuffer, like a Render Texture)

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 in which blend modes
are used.


longname: Phaser.GameObjects.Components.ComputedSize-setSize
since: 3.4.0
name: setSize
memberof: Phaser.GameObjects.Components.ComputedSize
scope: instance
signature: width:number,height:number
returnstype: Phaser.GameObjects.Components.ComputedSize
returnsdescription: This Game Object instance.
metafilename: ComputedSize.js
metapath: gameobjects/components
description:
Sets the internal size of this Game Object, as used for frame or physics body creation.

This 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 (`setScale`) or call the
`setDisplaySize` method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will _not_ change the
size of the hit area. To do this you should adjust the `input.hitArea` object directly.


longname: Phaser.GameObjects.Components.Crop-setCrop
since: 3.11.0
name: setCrop
memberof: Phaser.GameObjects.Components.Crop
scope: instance
signature: x?:number|Phaser.Geom.Rectangle,y?:number,width?:number,height?:number
returnstype: Phaser.GameObjects.Components.Crop
returnsdescription: This Game Object instance.
metafilename: Crop.js
metapath: gameobjects/components
description:
Applies a crop to a texture based Game Object, such as a Sprite or Image.

The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
changes what is shown when rendered.

The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
half of it, you could call `setCrop(0, 0, 400, 600)`.

It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
an area of 200x100 when applied to a Game Object that had a scale factor of 2.

You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.

You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
the renderer to skip several internal calculations.


longname: Phaser.GameObjects.Components.Flip-toggleFlipX
since: 3.0.0
name: toggleFlipX
memberof: Phaser.GameObjects.Components.Flip
scope: instance
returnstype: Phaser.GameObjects.Components.Flip
returnsdescription: This Game Object instance.
metafilename: Flip.js
metapath: gameobjects/components
description:
Toggles the horizontal flipped state of this 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.


longname: Phaser.GameObjects.Components.Flip-setFlipX
since: 3.0.0
name: setFlipX
memberof: Phaser.GameObjects.Components.Flip
scope: instance
signature: value:boolean
returnstype: Phaser.GameObjects.Components.Flip
returnsdescription: This Game Object instance.
metafilename: Flip.js
metapath: gameobjects/components
description:
Sets the horizontal flipped state of this 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.


longname: Phaser.GameObjects.Components.Flip-setFlip
since: 3.0.0
name: setFlip
memberof: Phaser.GameObjects.Components.Flip
scope: instance
signature: x:boolean,y:boolean
returnstype: Phaser.GameObjects.Components.Flip
returnsdescription: This Game Object instance.
metafilename: Flip.js
metapath: gameobjects/components
description:
Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped 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.


longname: Phaser.GameObjects.Components.Flip-resetFlip
since: 3.0.0
name: resetFlip
memberof: Phaser.GameObjects.Components.Flip
scope: instance
returnstype: Phaser.GameObjects.Components.Flip
returnsdescription: This Game Object instance.
metafilename: Flip.js
metapath: gameobjects/components
description:
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.


longname: Phaser.GameObjects.Components.GetBounds-getCenter
since: 3.0.0
name: getCenter
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getTopLeft
since: 3.0.0
name: getTopLeft
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the top-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getTopCenter
since: 3.18.0
name: getTopCenter
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the top-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getTopRight
since: 3.0.0
name: getTopRight
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the top-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getLeftCenter
since: 3.18.0
name: getLeftCenter
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the left-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getRightCenter
since: 3.18.0
name: getRightCenter
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the right-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getBottomLeft
since: 3.0.0
name: getBottomLeft
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getBottomCenter
since: 3.18.0
name: getBottomCenter
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the bottom-center coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getBottomRight
since: 3.0.0
name: getBottomRight
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Math.Vector2|object,includeParent?:boolean
returnstype: Phaser.Math.Vector2|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
The returned point is calculated in local space and does not factor in any parent containers


longname: Phaser.GameObjects.Components.GetBounds-getBounds
since: 3.0.0
name: getBounds
memberof: Phaser.GameObjects.Components.GetBounds
scope: instance
signature: output?:Phaser.Geom.Rectangle|object
returnstype: Phaser.Geom.Rectangle|object
returnsdescription: The values stored in the output object.
metafilename: GetBounds.js
metapath: gameobjects/components
description:
Gets the bounds of this Game Object, regardless of origin.
The values are stored and returned in a Rectangle, or Rectangle-like, object.


longname: Phaser.GameObjects.Components.Mask-setMask
since: 3.6.2
name: setMask
memberof: Phaser.GameObjects.Components.Mask
scope: instance
signature: mask:Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask
returnstype: Phaser.GameObjects.Components.Mask
returnsdescription: This Game Object instance.
metafilename: Mask.js
metapath: gameobjects/components
description:
Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they
are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component
that allows you to limit what is visible during the render pass.


longname: Phaser.GameObjects.Components.Mask-createBitmapMask
since: 3.6.2
name: createBitmapMask
memberof: Phaser.GameObjects.Components.Mask
scope: instance
signature: renderable?:Phaser.GameObjects.GameObject
returnstype: Phaser.Display.Masks.BitmapMask
returnsdescription: This Bitmap Mask that was created.
metafilename: Mask.js
metapath: gameobjects/components
description:
Creates and returns a Bitmap Mask. This mask can be used by any Game Object,
including this one.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object.
A renderable Game Object is one that uses a texture to render with, such as an
Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture,
it will use itself as the object. This means you can call this method to create
a Bitmap Mask from any renderable Game Object.


longname: Phaser.GameObjects.Components.Mask-createGeometryMask
since: 3.6.2
name: createGeometryMask
memberof: Phaser.GameObjects.Components.Mask
scope: instance
signature: graphics?:Phaser.GameObjects.Graphics
returnstype: Phaser.Display.Masks.GeometryMask
returnsdescription: This Geometry Mask that was created.
metafilename: Mask.js
metapath: gameobjects/components
description:
Creates and returns a Geometry Mask. This mask can be used by any Game Object,
including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance
of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.


longname: Phaser.GameObjects.Components.Origin-setDisplayOrigin
since: 3.0.0
name: setDisplayOrigin
memberof: Phaser.GameObjects.Components.Origin
scope: instance
signature: x?:number,y?:number
returnstype: Phaser.GameObjects.Components.Origin
returnsdescription: This Game Object instance.
metafilename: Origin.js
metapath: gameobjects/components
description:
Sets the display origin of this Game Object.
The difference between this and setting the origin is that you can use pixel values for setting the display origin.


longname: Phaser.GameObjects.Components.PathFollower-setPath
since: 3.0.0
name: setPath
memberof: Phaser.GameObjects.Components.PathFollower
scope: instance
returnstype: Phaser.GameObjects.Components.PathFollower
returnsdescription: This Game Object.
metafilename: PathFollower.js
metapath: gameobjects/components
description:
Set the Path that this PathFollower should follow.

Optionally accepts [Phaser.Types.GameObjects.PathFollower.PathConfig](Phaser.Types.GameObjects.PathFollower.PathConfig) settings.

signature:
path:Phaser.Curves.Path,config?:number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig


longname: Phaser.GameObjects.Components.PathFollower-isFollowing
since: 3.0.0
name: isFollowing
memberof: Phaser.GameObjects.Components.PathFollower
scope: instance
returnstype: boolean
returnsdescription: `true` is this PathFollower is actively following a Path, otherwise `false`.
metafilename: PathFollower.js
metapath: gameobjects/components
description:
Is this PathFollower actively following a Path or not?

To be considered as `isFollowing` it must be currently moving on a Path, and not paused.


longname: Phaser.GameObjects.Components.PathFollower-startFollow
since: 3.3.0
name: startFollow
memberof: Phaser.GameObjects.Components.PathFollower
description: Starts this PathFollower following its given Path.
scope: instance
returnstype: Phaser.GameObjects.Components.PathFollower
returnsdescription: This Game Object.
metafilename: PathFollower.js
metapath: gameobjects/components
signature:
config?:number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig,startAt?:number


longname: Phaser.GameObjects.Components.PathFollower-pauseFollow
since: 3.3.0
name: pauseFollow
memberof: Phaser.GameObjects.Components.PathFollower
scope: instance
returnstype: Phaser.GameObjects.Components.PathFollower
returnsdescription: This Game Object.
metafilename: PathFollower.js
metapath: gameobjects/components
description:
Pauses this PathFollower. It will still continue to render, but it will remain motionless at the
point on the Path at which you paused it.


longname: Phaser.GameObjects.Components.PathFollower-stopFollow
since: 3.3.0
name: stopFollow
memberof: Phaser.GameObjects.Components.PathFollower
scope: instance
returnstype: Phaser.GameObjects.Components.PathFollower
returnsdescription: This Game Object.
metafilename: PathFollower.js
metapath: gameobjects/components
description:
Stops this PathFollower from following the path any longer.

This will invoke any 'stop' conditions that may exist on the Path, or for the follower.


longname: Phaser.GameObjects.Components.PathFollower-pathUpdate
since: 3.17.0
name: pathUpdate
memberof: Phaser.GameObjects.Components.PathFollower
scope: instance
metafilename: PathFollower.js
metapath: gameobjects/components
description:
Internal update handler that advances this PathFollower along the path.

Called automatically by the Scene step, should not typically be called directly.


longname: Phaser.GameObjects.Components.Pipeline-initPipeline
since: 3.0.0
name: initPipeline
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
signature: pipeline:string|Phaser.Renderer.WebGL.WebGLPipeline
returnstype: boolean
returnsdescription: `true` if the pipeline was set successfully, otherwise `false`.
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use `setPipeline`.


longname: Phaser.GameObjects.Components.Pipeline-setPipeline
since: 3.0.0
name: setPipeline
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
signature: pipeline:string|Phaser.Renderer.WebGL.WebGLPipeline,pipelineData?:object,copyData?:boolean
returnstype: Phaser.GameObjects.Components.Pipeline
returnsdescription: This Game Object instance.
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Sets the main WebGL Pipeline of this Game Object.

Also sets the `pipelineData` property, if the parameter is given.

Both the pipeline and post pipelines share the same pipeline data object.


longname: Phaser.GameObjects.Components.Pipeline-setPostPipeline
since: 3.50.0
name: setPostPipeline
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
returnstype: Phaser.GameObjects.Components.Pipeline
returnsdescription: This Game Object instance.
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and
are commonly used for post-fx.

The post pipelines are appended to the `postPipelines` array belonging to this
Game Object. When the renderer processes this Game Object, it iterates through the post
pipelines in the order in which they appear in the array. If you are stacking together
multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing
post pipelines already set. Use the `resetPostPipeline` method to clear them first, if required.

You can optionally also sets the `pipelineData` property, if the parameter is given.

Both the pipeline and post pipelines share the pipeline data object together.

signature:
pipelines:string|Array.<string>|function|Array.<function()>|Phaser.Renderer.WebGL.Pipelines.PostFXPipeline|Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>,pipelineData?:object,copyData?:boolean


longname: Phaser.GameObjects.Components.Pipeline-setPipelineData
since: 3.50.0
name: setPipelineData
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
signature: key:string,value?:any
returnstype: Phaser.GameObjects.Components.Pipeline
returnsdescription: This Game Object instance.
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Adds an entry to the `pipelineData` object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If `value` is undefined, and `key` exists, `key` is removed from the data object.

Both the pipeline and post pipelines share the pipeline data object together.


longname: Phaser.GameObjects.Components.Pipeline-getPostPipeline
since: 3.50.0
name: getPostPipeline
memberof: Phaser.GameObjects.Components.Pipeline
description: Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
scope: instance
signature: pipeline:string|function|Phaser.Renderer.WebGL.Pipelines.PostFXPipeline
metafilename: Pipeline.js
metapath: gameobjects/components
returnstype:
Phaser.Renderer.WebGL.Pipelines.PostFXPipeline|Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

returnsdescription:
The Post Pipeline/s matching the name, or undefined if no match. If more than one match they are returned in an array.


longname: Phaser.GameObjects.Components.Pipeline-resetPostPipeline
since: 3.50.0
name: resetPostPipeline
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
signature: resetData?:boolean
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Resets the WebGL Post Pipelines of this Game Object. It does this by calling
the `destroy` method on each post pipeline and then clearing the local array.


longname: Phaser.GameObjects.Components.Pipeline-removePostPipeline
since: 3.50.0
name: removePostPipeline
memberof: Phaser.GameObjects.Components.Pipeline
scope: instance
signature: pipeline:string|Phaser.Renderer.WebGL.Pipelines.PostFXPipeline
returnstype: Phaser.GameObjects.Components.Pipeline
returnsdescription: This Game Object.
metafilename: Pipeline.js
metapath: gameobjects/components
description:
Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the `resetPostPipeline` method instead.


longname: Phaser.GameObjects.Components.ScrollFactor-setScrollFactor
since: 3.0.0
name: setScrollFactor
memberof: Phaser.GameObjects.Components.ScrollFactor
scope: instance
signature: x:number,y?:number
returnstype: Phaser.GameObjects.Components.ScrollFactor
returnsdescription: This Game Object instance.
metafilename: ScrollFactor.js
metapath: gameobjects/components
description:
Sets the scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.
A value of 0 means it will not move at all, even if the camera moves.
Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when
calculating physics collisions. Bodies always collide based on their world position, but changing
the scroll factor is a visual adjustment to where the textures are rendered, which can offset
them from physics bodies if not accounted for in your code.


longname: Phaser.GameObjects.Components.Size-setSizeToFrame
since: 3.0.0
name: setSizeToFrame
memberof: Phaser.GameObjects.Components.Size
scope: instance
signature: frame:Phaser.Textures.Frame
returnstype: Phaser.GameObjects.Components.Size
returnsdescription: This Game Object instance.
metafilename: Size.js
metapath: gameobjects/components
description:
Sets the size of this Game Object to be that of the given Frame.

This 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 (`setScale`) or call the
`setDisplaySize` method, which is the same thing as changing the scale but allows you
to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will _not_ change the
size of the hit area. To do this you should adjust the `input.hitArea` object directly.


longname: Phaser.GameObjects.Components.Texture-setTexture
since: 3.0.0
name: setTexture
memberof: Phaser.GameObjects.Components.Texture
scope: instance
signature: key:string|Phaser.Textures.Texture,frame?:string|number
returnstype: Phaser.GameObjects.Components.Texture
returnsdescription: This Game Object instance.
metafilename: Texture.js
metapath: gameobjects/components
description:
Sets the texture and frame this Game Object will use to render with.

Textures are referenced by their string-based keys, as stored in the Texture Manager.


longname: Phaser.GameObjects.Components.Texture-setFrame
since: 3.0.0
name: setFrame
memberof: Phaser.GameObjects.Components.Texture
scope: instance
signature: frame:string|number,updateSize?:boolean,updateOrigin?:boolean
returnstype: Phaser.GameObjects.Components.Texture
returnsdescription: This Game Object instance.
metafilename: Texture.js
metapath: gameobjects/components
description:
Sets the frame this Game Object will use to render with.

The Frame has to belong to the current Texture being used.

It can be either a string or an index.

Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.


longname: Phaser.GameObjects.Components.Tint-clearTint
since: 3.0.0
name: clearTint
memberof: Phaser.GameObjects.Components.Tint
scope: instance
returnstype: Phaser.GameObjects.Components.Tint
returnsdescription: This Game Object instance.
metafilename: Tint.js
metapath: gameobjects/components
description:
Clears all tint values associated with this Game Object.

Immediately sets the color values back to 0xffffff and the tint type to 'additive',
which results in no visible change to the texture.


longname: Phaser.GameObjects.Components.Tint-setTint
since: 3.0.0
name: setTint
memberof: Phaser.GameObjects.Components.Tint
scope: instance
signature: topLeft?:number,topRight?:number,bottomLeft?:number,bottomRight?:number
returnstype: Phaser.GameObjects.Components.Tint
returnsdescription: This Game Object instance.
metafilename: Tint.js
metapath: gameobjects/components
description:
Sets an additive tint on this Game Object.

The tint works by taking the pixel color values from the Game Objects texture, and then
multiplying it by the color value of the tint. You can provide either one color value,
in which case the whole Game Object will be tinted in that color. Or you can provide a color
per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the
`tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
`tintBottomLeft` and `tintBottomRight` to set the corner color values independently.

To remove a tint call `clearTint`.

To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`.


longname: Phaser.GameObjects.Components.Tint-setTintFill
since: 3.11.0
name: setTintFill
memberof: Phaser.GameObjects.Components.Tint
scope: instance
signature: topLeft?:number,topRight?:number,bottomLeft?:number,bottomRight?:number
returnstype: Phaser.GameObjects.Components.Tint
returnsdescription: This Game Object instance.
metafilename: Tint.js
metapath: gameobjects/components
description:
Sets a fill-based tint on this Game Object.

Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture
with those in the tint. You can use this for effects such as making a player flash 'white'
if hit by something. You can provide either one color value, in which case the whole
Game Object will be rendered in that color. Or you can provide a color per corner. The colors
are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the
`tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
`tintBottomLeft` and `tintBottomRight` to set the corner color values independently.

To remove a tint call `clearTint`.

To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`.


longname: Phaser.GameObjects.Components.ToJSON
since: 3.0.0
name: ToJSON
memberof: Phaser.GameObjects.Components
scope: static
signature: gameObject:Phaser.GameObjects.GameObject
returnstype: Phaser.Types.GameObjects.JSONGameObject
returnsdescription: A JSON representation of the Game Object.
metafilename: ToJSON.js
metapath: gameobjects/components
description:
Build a JSON representation of the given Game Object.

This is typically extended further by Game Object specific implementations.


longname: Phaser.GameObjects.Components.Transform-setRandomPosition
since: 3.8.0
name: setRandomPosition
memberof: Phaser.GameObjects.Components.Transform
scope: instance
signature: x?:number,y?:number,width?:number,height?:number
returnstype: Phaser.GameObjects.Components.Transform
returnsdescription: This Game Object instance.
metafilename: Transform.js
metapath: gameobjects/components
description:
Sets the position of this Game Object to be a random position within the confines of
the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is
guaranteed to be within the area.


longname: Phaser.GameObjects.Components.Transform-setZ
since: 3.0.0
name: setZ
memberof: Phaser.GameObjects.Components.Transform
scope: instance
signature: value?:number
returnstype: Phaser.GameObjects.Components.Transform
returnsdescription: This Game Object instance.
metafilename: Transform.js
metapath: gameobjects/components
description:
Sets the z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use
[Phaser.GameObjects.Components.Depth#setDepth](Phaser.GameObjects.Components.Depth#setDepth) instead.


longname: Phaser.GameObjects.Components.Transform-getWorldTransformMatrix
since: 3.4.0
name: getWorldTransformMatrix
memberof: Phaser.GameObjects.Components.Transform
description: Gets the world transform matrix for this Game Object, factoring in any parent Containers.
scope: instance
returnstype: Phaser.GameObjects.Components.TransformMatrix
returnsdescription: The populated Transform Matrix.
metafilename: Transform.js
metapath: gameobjects/components
signature:
tempMatrix?:Phaser.GameObjects.Components.TransformMatrix,parentMatrix?:Phaser.GameObjects.Components.TransformMatrix


longname: Phaser.GameObjects.Components.Transform-getLocalPoint
since: 3.50.0
name: getLocalPoint
memberof: Phaser.GameObjects.Components.Transform
scope: instance
signature: x:number,y:number,point?:Phaser.Math.Vector2,camera?:Phaser.Cameras.Scene2D.Camera
returnstype: Phaser.Math.Vector2
returnsdescription: The translated point.
metafilename: Transform.js
metapath: gameobjects/components
description:
Takes the given `x` and `y` coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the `main` camera from the Scene to which this
Game Object belongs.


