new Graphics(game, x, y)
Creates a new Graphics object.
Parameters:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | X position of the new graphics object. |
y |
number |
<optional> |
0 | Y position of the new graphics object. |
- Source - gameobjects/Graphics.js, line 28
Extends
- PIXI.Graphics
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset
Members
-
alive :boolean
-
A useful flag to control if the Game Object is alive or dead.
This is set automatically by the Health components
damagemethod should the object run out of health. Or you can toggle it via your game code.This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use
Group.getFirstAlivein conjunction with this property for fast object pooling and recycling.- Inherited From:
- Default Value:
- true
- Source - gameobjects/components/LifeSpan.js, line 50
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 46
-
angle :number
-
The angle property is the rotation of the Game Object in degrees from its original orientation.
Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees you can use the property
rotationinstead. Working in radians is slightly faster as it doesn't have to perform any calculations.- Inherited From:
- Source - gameobjects/components/Angle.js, line 29
-
animations :Phaser.AnimationManager
-
If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.
- Inherited From:
- Source - gameobjects/components/Core.js, line 186
- See:
-
autoCull :boolean
-
A Game Object with
autoCullset to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has itsrenderableproperty set tofalse. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
- Inherited From:
- Source - gameobjects/components/AutoCull.js, line 28
-
blendMode :Number
-
The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/primitives/Graphics.js, line 61
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
bodyis the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.By default Game Objects won't add themselves to any physics system and their
bodyproperty will benull.To enable this Game Object for physics you need to call
game.physics.enable(object, system)whereobjectis this object andsystemis the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade.You can alternatively call
game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchorproperty to 0.5, so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 91
-
<readonly> bottom :number
-
The sum of the y and height properties. This is the same as
y + height - offsetY.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 110
-
boundsPadding :Number
-
The bounds' padding used for bounds calculation.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 96
-
cameraOffset :Phaser.Point
-
The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if
fixedToCamerais true.The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.
- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 86
-
checkWorldBounds :boolean
-
If this is set to
truethe Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBoundsevent.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBoundsevent.It also optionally kills the Game Object if
outOfBoundsKillistrue.When
checkWorldBoundsis enabled it forces the Game Object to calculate its full bounds every frame.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
- Inherited From:
- Source - gameobjects/components/InWorld.js, line 92
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
<internal> components :object
-
The components this Game Object has installed.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 160
-
debug :boolean
-
A debug flag designed for use with
Game.enableStep.- Inherited From:
- Source - gameobjects/components/Core.js, line 211
-
<readonly> destroyPhase :boolean
-
As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.
- Inherited From:
- Source - gameobjects/components/Destroy.js, line 22
-
events :Phaser.Events
-
All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this Game Object, or any of its components.
- Inherited From:
- Source - gameobjects/components/Core.js, line 178
- See:
-
exists :boolean
-
Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When
existsis set tofalseit will remove its physics body from the physics world if it has one. It also toggles thevisibleproperty to false as well.Setting
existsto true will add its physics body back in to the physics world, if it has one. It will also set thevisibleproperty totrue.- Inherited From:
- Source - gameobjects/components/Core.js, line 277
-
fillAlpha :Number
-
The alpha value used when filling the Graphics object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 18
-
filterArea :Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 164
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.
To remove filters simply set this property to 'null'.
You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset this objects blend mode to NORMAL.
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 307
-
fixedToCamera :boolean
-
A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.
The values are adjusted at the rendering stage, overriding the Game Objects actual world position.
The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.
The offsets are stored in the
cameraOffsetproperty.Note that the
cameraOffsetvalues are in addition to any parent of this Game Object on the display list.Be careful not to set
fixedToCameraon Game Objects which are in Groups that already havefixedToCameraenabled on them.- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 56
-
<readonly> fresh :boolean
-
A Game Object is considered
freshif it has just been created or reset and is yet to receive a renderer transform update. This property is mostly used internally by the physics systems, but is exposed for the use of plugins.- Inherited From:
- Source - gameobjects/components/Core.js, line 241
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/components/Core.js, line 145
-
height :Number
-
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 61
-
hitArea :Rectangle|Circle|Ellipse|Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 62
-
<readonly> inCamera :boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns
trueif they do, otherwisefalseif fully outside of the Cameras bounds.- Inherited From:
- Source - gameobjects/components/AutoCull.js, line 37
-
input :Phaser.InputHandler|null
-
The Input Handler for this Game Object.
By default it is disabled. If you wish this Game Object to process input events you should enable it with:
inputEnabled = true.After you have done this, this property will be a reference to the Phaser InputHandler.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 24
-
inputEnabled :boolean
-
By default a Game Object won't process any input events. By setting
inputEnabledto true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.You can then access the Input Handler via
this.input.Note that Input related events are dispatched from
this.events, i.e.:events.onInputDown.If you set this property to false it will stop the Input Handler from processing any more input events.
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 38
-
<readonly> inWorld :boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Inherited From:
- Source - gameobjects/components/InWorld.js, line 114
-
isMask :Boolean
-
Whether this shape is being used as a mask.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 88
-
key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture
-
The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser Image Cache. It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key
__defaultwhich is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key__missingwhich is a 32x32 PNG of a green box with a line through it.Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From:
- Source - gameobjects/components/Core.js, line 196
-
<readonly> left :number
-
The left coordinate of the Game Object. This is the same as
x - offsetX.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 59
-
lifespan :number
-
The lifespan allows you to give a Game Object a lifespan in milliseconds.
Once the Game Object is 'born' you can set this to a positive value.
It is automatically decremented by the millisecond equivalent of
game.time.physicsElapsedeach frame. When it reaches zero it will call thekillmethod.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 65
-
lineColor :String
-
The color of any lines drawn.
- Inherited From:
- Default Value:
- 0
- Source - pixi/primitives/Graphics.js, line 34
-
lineWidth :Number
-
The width (thickness) of any lines drawn.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 26
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 282
-
name :string
-
A user defined name given to this Game Object. This value isn't ever used internally by Phaser, it is meant as a game level property.
- Inherited From:
- Source - gameobjects/components/Core.js, line 153
-
<readonly> offsetX :number
-
The amount the Game Object is visually offset from its x coordinate. This is the same as
width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 24
-
<readonly> offsetY :number
-
The amount the Game Object is visually offset from its y coordinate. This is the same as
height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 42
-
outOfBoundsKill :boolean
-
If this and the
checkWorldBoundsproperty are both set totruethen thekillmethod is called as soon asinWorldreturns false.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 100
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 79
-
pendingDestroy :boolean
-
A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.
This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.
- Inherited From:
- Source - gameobjects/components/Core.js, line 252
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/Graphics.js, line 43
-
pivot :Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
position :Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
<readonly> previousPosition :Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From:
- Source - gameobjects/components/Core.js, line 218
-
<readonly> previousRotation :number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From:
- Source - gameobjects/components/Core.js, line 225
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 71
-
<readonly> renderOrderID :number
-
The render order ID is used internally by the renderer and Input Manager and should not be modified. This property is mostly used internally by the renderers, but is exposed for the use of plugins.
- Inherited From:
- Source - gameobjects/components/Core.js, line 233
-
<readonly> right :number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 76
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 38
-
scale :Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
<readonly> stage :Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 88
-
tint :Number
-
The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/primitives/Graphics.js, line 52
-
<readonly> top :number
-
The y coordinate of the Game Object. This is the same as
y - offsetY.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 93
-
type :number
-
The const type of this object.
- Source - gameobjects/Graphics.js, line 37
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 54
-
width :Number
-
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 32
-
world :Phaser.Point
-
The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from
position, which contains the x/y coordinates relative to the Game Objects parent.- Inherited From:
- Source - gameobjects/components/Core.js, line 204
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 97
-
<readonly> worldPosition :Point
-
The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 116
-
<readonly> worldRotation :Number
-
The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 136
-
<readonly> worldScale :Point
-
The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 126
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 258
-
x :Number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 723
-
y :Number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 741
-
<readonly> z :number
-
The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
- Inherited From:
- Source - gameobjects/components/Core.js, line 170
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description childPIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 91
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description childPIXI.DisplayObject The child to add
indexNumber The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 103
-
arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {PIXI.Graphics}
-
The arc method creates an arc/curve (used to create circles, or parts of circles).
Parameters:
Name Type Description cxNumber The x-coordinate of the center of the circle
cyNumber The y-coordinate of the center of the circle
radiusNumber The radius of the circle
startAngleNumber The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
endAngleNumber The ending angle, in radians
anticlockwiseBoolean Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
segmentsNumber Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 391
-
beginFill(color, alpha) → {PIXI.Graphics}
-
Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
Parameters:
Name Type Description colorNumber the color of the fill
alphaNumber the alpha of the fill
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 476
-
bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a bezier curve and then draws it.
Parameters:
Name Type Description cpXNumber Control point x
cpYNumber Control point y
cpX2Number Second Control point x
cpY2Number Second Control point y
toXNumber Destination point x
toYNumber Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 264
-
clear() → {PIXI.Graphics}
-
Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 618
-
destroy(destroyChildren)
-
Destroy this Graphics instance.
Parameters:
Name Type Argument Default Description destroyChildrenboolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/Graphics.js, line 89
-
destroyCachedSprite()
-
Destroys a previous cached sprite.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1129
-
drawCircle(x, y, diameter) → {PIXI.Graphics}
-
Draws a circle.
Parameters:
Name Type Description xNumber The X coordinate of the center of the circle
yNumber The Y coordinate of the center of the circle
diameterNumber The diameter of the circle
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 550
-
drawEllipse(x, y, width, height) → {PIXI.Graphics}
-
Draws an ellipse.
Parameters:
Name Type Description xNumber The X coordinate of the center of the ellipse
yNumber The Y coordinate of the center of the ellipse
widthNumber The half width of the ellipse
heightNumber The half height of the ellipse
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 566
-
drawPolygon(path) → {PIXI.Graphics}
-
Draws a polygon using the given path.
Parameters:
Name Type Description pathArray | PhaserPolygon The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 583
-
drawRect(x, y, width, height) → {PIXI.Graphics}
-
Parameters:
Name Type Description xNumber The X coord of the top-left of the rectangle
yNumber The Y coord of the top-left of the rectangle
widthNumber The width of the rectangle
heightNumber The height of the rectangle
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 519
-
drawRoundedRect(x, y, width, height, radius)
-
Parameters:
Name Type Description xNumber The X coord of the top-left of the rectangle
yNumber The Y coord of the top-left of the rectangle
widthNumber The width of the rectangle
heightNumber The height of the rectangle
radiusNumber Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 535
-
drawShape(shape) → {PIXI.GraphicsData}
-
Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
Parameters:
Name Type Description shapeCircle | Rectangle | Ellipse | Line | Polygon The Shape object to draw.
Returns:
The generated GraphicsData object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1140
-
endFill() → {PIXI.Graphics}
-
Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 504
-
generateTexture(resolution, scaleMode, padding) → {PIXI.Texture}
-
Useful function that returns a texture of the graphics object that can then be used to create sprites This can be quite useful if your geometry is complicated and needs to be reused multiple times.
Parameters:
Name Type Argument Default Description resolutionNumber <optional>
1 The resolution of the texture being generated
scaleModeNumber <optional>
0 Should be one of the PIXI.scaleMode consts
paddingNumber <optional>
0 Add optional extra padding to the generated texture (default 0)
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 636
-
getBounds() → {Rectangle}
-
Retrieves the bounds of the graphic shape as a rectangle object
Returns:
Rectangle -the rectangular bounding area
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 830
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description indexNumber The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 194
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description childPIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 159
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 367
-
kill() → {PIXI.DisplayObject}
-
Kills a Game Object. A killed Game Object has its
alive,existsandvisibleproperties all set to false.It will dispatch the
onKilledevent. You can listen toevents.onKilledfor the signal.Note that killing a Game Object is a way for you to quickly recycle it in an object pool, it doesn't destroy the object or free it up from memory.
If you don't need this Game Object any more you should call
destroyinstead.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 113
-
lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}
-
Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
Parameters:
Name Type Description lineWidthNumber width of the line to draw, will update the objects stored style
colorNumber color of the line to draw, will update the objects stored style
alphaNumber alpha of the line to draw, will update the objects stored style
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 139
-
lineTo(x, y) → {PIXI.Graphics}
-
Draws a line using the current line style from the current drawing position to (x, y); The current drawing position is then set to (x, y).
Parameters:
Name Type Description xNumber the X coordinate to draw to
yNumber the Y coordinate to draw to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 188
-
moveTo(x, y) → {PIXI.Graphics}
-
Moves the current drawing position to x, y.
Parameters:
Name Type Description xNumber the X coordinate to move to
yNumber the Y coordinate to move to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 173
-
<internal> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 331
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/Graphics.js, line 78
-
quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a quadratic bezier curve and then draws it. Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
Parameters:
Name Type Description cpXNumber Control point x
cpYNumber Control point y
toXNumber Destination point x
toYNumber Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 210
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description childPIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 211
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description indexNumber The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 226
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndexNumber The beginning position. Default value is 0.
endIndexNumber The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 244
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 407
-
reset(x, y, health) → {PIXI.DisplayObject}
-
Resets the Game Object.
This moves the Game Object to the given x/y world coordinates and sets
fresh,exists,visibleandrenderableto true.If this Game Object has the LifeSpan component it will also set
aliveto true andhealthto the given value.If this Game Object has a Physics Body it will reset the Body.
Parameters:
Name Type Argument Default Description xnumber The x coordinate (in world space) to position the Game Object at.
ynumber The y coordinate (in world space) to position the Game Object at.
healthnumber <optional>
1 The health to give the Game Object if it has the Health component.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/Reset.js, line 30
-
revive(health) → {PIXI.DisplayObject}
-
Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
A resurrected Game Object has its
alive,existsandvisibleproperties all set to true.It will dispatch the
onRevivedevent. Listen toevents.onRevivedfor the signal.Parameters:
Name Type Argument Default Description healthnumber <optional>
100 The health to give the Game Object. Only set if the GameObject has the Health component.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 78
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description childPIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
indexNumber The resulting index number for the child display object
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 176
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stageStage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 391
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description childPIXI.DisplayObject -
child2PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 134
-
toGlobal(position) → {Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description positionPoint The world origin to calculate from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 576
-
toLocal(position, from) → {Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description positionPoint The world origin to calculate from
fromPIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 590
-
update()
-
Override this method in your own custom objects to handle any update requirements. It is called immediately after
preUpdateand beforepostUpdate. Remember if this Game Object has any children you should call update on those too.- Inherited From:
- Source - gameobjects/components/Core.js, line 321
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 566
-
updateLocalBounds()
-
Update the bounds of the object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 953
