Hierarchy (view full)

Constructors

Properties

Methods

add addAt addExp addFriendship addListener addTag addToDisplayList addToUpdateList addedToScene apply bringToTop calculateStats canApplyAbility canSetStatus changeForm clearAlpha clearFX clearFusionSpecies clearMask copyMoveset copyPosition count createBitmapMask createGeometryMask cry damage damageAndUpdate destroy disableInteractive disableMask each emit enableMask eventNames evolve exists faintCry findAndRemoveTags findTag findTags fuse generateAndPopulateMoveset generateCompatibleTms generateFusionSpecies generateGender generateName generateNature generateVariant getAbility getAbilityAttrs getAll getAlly getAt getAttackMoveEffectiveness getAttackTypeEffectiveness getBattleInfo getBattleSpriteAtlasPath getBattleSpriteId getBattleSpriteKey getBattleStat getBattlerIndex getBounds getBoundsTransformMatrix getByName getData getDexAttr getEvolution getExpValue getFieldIndex getFieldPositionOffset getFirst getFormKey getFusionBattleSpriteAtlasPath getFusionBattleSpriteId getFusionBattleSpriteKey getFusionFormKey getFusionGender getFusionIconAtlasKey getFusionIconId getFusionSpeciesForm getFusionSpriteId getGender getHeldItems getHpRatio getIconAtlasKey getIconId getIndex getIndexList getInverseHp getLastXMoves getLearnableLevelMoves getLevelMoves getLocalPoint getLocalTransformMatrix getLuck getMatchupScore getMaxHp getMoveEffectiveness getMoveHistory getMoveQueue getMoveset getNature getOpponent getOpponentDescriptor getOpponents getParentRotation getPassiveAbility getPossibleEvolution getPossibleForm getPostPipeline getRandom getSpeciesForm getSprite getSpriteAtlasPath getSpriteId getSpriteKey getSpriteScale getStat getTag getTags getTeraType getTintSprite getTypes getVariant getWeight getWorldTransformMatrix handleSpecialEvolutions hasAbility hasAbilityWithAttr hasPassive hasTrainer heal hideInfo incData init initBattleInfo initPostPipeline initShinySparkle isActive isAllowedInBattle isBoss isBossImmune isFainted isFusion isGrounded isMax isOfType isOnField isOppositeGender isPlayer isShiny isTerastallized iterate lapseTag lapseTags listenerCount listeners loadAssets moveAbove moveBelow moveDown moveTo moveUp off on onChildDestroyed once playAnim pointToContainer preDestroy primeSummonData pushMoveHistory randSeedInt randSeedIntRange remove removeAll removeAllListeners removeAt removeBetween removeFromDisplayList removeFromUpdateList removeInteractive removeListener removePostPipeline removeTag removeTagsBySourceId removedFromScene replace resetBattleData resetBattleSummonData resetPostPipeline resetStatus resetSummonData resetTurnData reverse revivalBlessing sendToBack setActive setAll setAlpha setAngle setBlendMode setData setDataEnabled setDepth setDisplaySize setExclusive setFieldPosition setFrameRate setInteractive setMask setMove setName setNature setPosition setPositionRelative setPostPipeline setPostPipelineData setRandomPosition setRotation setScale setScrollFactor setSize setState setVisible setW setX setY setZ showInfo shuffle shutdown sort sparkle stopMultiHit swap switchOut tint toJSON toggleData toggleFlyout toggleStats transferSummon transferTagsBySourceId tryPlaySprite tryPopulateMoveset trySelectMove trySetShiny trySetStatus unfuse untint update updateEffectiveness updateFusionPalette updateInfo updateScale updateSpritePipelineData willRender

Constructors

Properties

abilityIndex: number
active: boolean

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

alpha: number

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

angle: number

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

battleData: PokemonBattleData
battleInfo: default
battleSummonData: PokemonBattleSummonData
blendMode: string | number | BlendModes

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:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

body: BodyType | Body | StaticBody

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

cameraFilter: number

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

compatibleTms: Moves[]
data: DataManager

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

depth: number

The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

displayHeight: number

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

displayList: Layer | DisplayList

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

displayOriginX: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

displayOriginY: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

displayWidth: number

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

exclusive: boolean

Does this Container exclusively manage its children?

The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

exp: number
fieldPosition: FieldPosition
first: GameObject

Returns the first Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

formIndex: number
friendship: number
fusionAbilityIndex: number
fusionFormIndex: number
fusionGender: Gender
fusionLuck: number
fusionShiny: boolean
fusionSpecies: default
fusionVariant: Variant
gender: Gender
hasPostPipeline: boolean

Does this Game Object have any Post Pipelines set?

hasTransformComponent: boolean

A property indicating that a Game Object has this component.

height: number

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

hp: number
id: number
ignoreDestroy: boolean

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

input: InteractiveObject

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

ivs: number[]
last: GameObject

Returns the last Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

length: number

The number of Game Objects inside this Container.

level: number
levelExp: number
list: GameObject[]

An array holding the children of this Container.

localTransform: TransformMatrix

Internal Transform Matrix used for local space conversion.

luck: number
mask: BitmapMask | GeometryMask

The Mask this Game Object is using during render.

maskEnabled: boolean
maskSprite: Sprite
maxSize: number

Containers can have an optional maximum size. If set to anything above 0 it will constrict the addition of new Game Objects into the Container, capping off the maximum limit the Container can grow in size to.

metBiome: -1 | Biome
metLevel: number
moveset: PokemonMove[]
name: string
nature: Nature
natureOverride: -1 | Nature
next: GameObject

Returns the next Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

originX: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

originY: number

Internal value to allow Containers to be used for input and physics. Do not change this value. It has no effect other than to break things.

parentContainer: Container

The parent Container of this Game Object, if it has one.

passive: boolean
pauseEvolutions: boolean
pokeball: PokeballType
pokerus: boolean
position: number

The cursor position.

postFX: FX

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

postPipelineData: object

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

postPipelines: PostFXPipeline[]

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

preFX: FX

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

previous: GameObject

Returns the previous Game Object within the Container, or null if it is empty.

You can move the cursor by calling Container.next and Container.previous.

renderFlags: number

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

rotation: number

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

scale: number

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

scaleX: number

The horizontal scale of this Game Object.

scaleY: number

The vertical scale of this Game Object.

scene: default
scrollFactorX: number

The horizontal scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

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 Container.

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.

scrollFactorY: number

The vertical scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen. It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children. If you wish to change the scrollFactor of the children as well, use the setScrollFactor method.

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 Container.

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.

shiny: boolean
species: default
state: string | number

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

stats: number[]
status: Status
summonData: PokemonSummonData
tabIndex: number

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

turnData: PokemonTurnData
type: string

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

variant: Variant
visible: boolean

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

w: number

The w position of this Game Object.

width: number

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

x: number

The x position of this Game Object.

y: number

The y position of this Game Object.

z: number

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

RENDER_MASK: number

The bitmask that GameObject.renderFlags is compared against to determine if the Game Object will render or not.

Methods

  • Adds the given Game Object, or array of Game Objects, to this Container.

    Each Game Object must be unique within the Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T | T[]

      The Game Object, or array of Game Objects, to add to the Container.

    Returns this

  • Adds the given Game Object, or array of Game Objects, to this Container at the specified position.

    Existing Game Objects in the Container are shifted up.

    Each Game Object must be unique within the Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T | T[]

      The Game Object, or array of Game Objects, to add to the Container.

    • Optional index: number

      The position to insert the Game Object/s at. Default 0.

    Returns this

  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • Adds this Game Object to the given Display List.

    If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.

    A Game Object can only exist on one Display List at any given time, but may move freely between them.

    If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.

    You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

    If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

    Parameters

    • Optional displayList: Layer | DisplayList

      The Display List to add to. Defaults to the Scene Display List.

    Returns this

  • Adds this Game Object to the Update List belonging to the Scene.

    When a Game Object is added to the Update List it will have its preUpdate method called every game frame. This method is passed two parameters: delta and time.

    If you wish to run your own logic within preUpdate then you should always call super.preUpdate(delta, time) within it, or it may fail to process required operations, such as Sprite animations.

    Returns this

  • This callback is invoked when this Game Object is added to a Scene.

    Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

    You can also listen for the ADDED_TO_SCENE event from this Game Object.

    Returns void

  • Brings the given Game Object to the top of this Container. This will cause it to render on-top of any other objects in the Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to bring to the top of the Container.

    Returns this

  • Clears all alpha values associated with this Game Object.

    Immediately sets the alpha levels back to 1 (fully opaque).

    Returns this

  • Removes all Pre and Post FX Controllers from this Game Object.

    If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

    If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

    Returns this

  • Clears the mask that this Game Object was using.

    Parameters

    • Optional destroyMask: boolean

      Destroy the mask before clearing it? Default false.

    Returns this

  • Copies an object's coordinates to this Game Object's position.

    Parameters

    • source: Vector2Like | Vector3Like | Vector4Like

      An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.

    Returns this

  • Returns the total number of Game Objects in this Container that have a property matching the given value.

    For example: count('visible', true) would count all the elements that have their visible property set.

    You can optionally limit the operation to the startIndex - endIndex range.

    Parameters

    • property: string

      The property to check.

    • value: any

      The value to check.

    • Optional startIndex: number

      An optional start index to search from. Default 0.

    • Optional endIndex: number

      An optional end index to search up to (but not included) Default Container.length.

    Returns number

  • Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.

    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 texture-based Game Object.

    Type Parameters

    • G extends GameObject
    • T extends DynamicTexture

    Parameters

    • Optional maskObject: GameObject | DynamicTexture

      The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

    • Optional x: number

      If creating a Game Object, the horizontal position in the world.

    • Optional y: number

      If creating a Game Object, the vertical position in the world.

    • Optional texture: string | Texture

      If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

    • Optional frame: string | number | Frame

      If creating a Game Object, an optional frame from the Texture this Game Object is rendering with.

    Returns BitmapMask

  • 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.

    Type Parameters

    • G extends Graphics
    • S extends Shape

    Parameters

    • Optional graphics: Graphics | Shape

      A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

    Returns GeometryMask

  • Parameters

    • damage: number
    • ignoreSegments: boolean = false
    • preventEndure: boolean = false
    • ignoreFaintPhase: boolean = false

    Returns number

  • Parameters

    • damage: number
    • Optional result: DamageResult
    • critical: boolean = false
    • ignoreSegments: boolean = false
    • preventEndure: boolean = false
    • ignoreFaintPhase: boolean = false

    Returns number

  • If this Game Object has previously been enabled for input, this will disable it.

    An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

    If want to completely remove interaction from this Game Object then use removeInteractive instead.

    Returns this

  • Passes all Game Objects in this Container to the given callback.

    A copy of the Container is made before passing each entry to your callback. This protects against the callback itself modifying the Container.

    If you know for sure that the callback will not change the size of this Container then you can use the more performant Container.iterate method instead.

    Parameters

    • callback: Function

      The function to call.

    • Optional context: object

      Value to use as this when executing callback.

    • Rest ...args: any[]

      Additional arguments that will be passed to the callback, after the child.

    Returns this

  • Calls each of the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Rest ...args: any[]

      Additional arguments that will be passed to the event handler.

    Returns boolean

  • Return an array listing the events for which the emitter has registered listeners.

    Returns (string | symbol)[]

  • Returns true if the given Game Object is a direct child of this Container.

    This check does not scan nested Containers.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to check for within this Container.

    Returns boolean

  • Returns a Promise to fuse two PlayerPokemon together

    Parameters

    Returns Promise<void>

  • Generates a variant Has a 10% of returning 2 (epic variant) And a 30% of returning 1 (rare variant) Returns 0 (basic shiny) if there is no variant or 60% of the time otherwise

    Returns Variant

    the shiny variant

  • Gets the non-passive ability of the pokemon. This accounts for fusions and ability changing effects. This should rarely be called, most of the time hasAbility or hasAbilityWithAttr are better used as those check both the passive and non-passive abilities and account for ability suppression.

    Parameters

    • Optional ignoreOverride: boolean

      If true, ignore ability changing effects

    Returns Ability

    The non-passive ability of the pokemon

    See

    hasAbility hasAbilityWithAttr Intended ways to check abilities in most cases

  • Gets a list of all instances of a given ability attribute among abilities this pokemon has. Accounts for all the various effects which can affect whether an ability will be present or in effect, and both passive and non-passive.

    Parameters

    • attrType: (new (...args) => AbAttr)

      AbAttr The ability attribute to check for.

        • new (...args): AbAttr
        • Parameters

          • Rest ...args: any[]

          Returns AbAttr

    • canApply: boolean = true

      Boolean If false, it doesn't check whether the ability is currently active

    • Optional ignoreOverride: boolean

      Boolean If true, it ignores ability changing effects

    Returns AbAttr[]

    A list of all the ability attributes on this ability.

  • Returns all Game Objects in this Container.

    You can optionally specify a matching criteria using the property and value arguments.

    For example: getAll('body') would return only Game Objects that have a body property.

    You can also specify a value to compare the property to:

    getAll('visible', true) would return only Game Objects that have their visible property set to true.

    Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

    Type Parameters

    • T extends GameObject

    Parameters

    • Optional property: string

      The property to test on each Game Object in the Container.

    • Optional value: any

      If property is set then the property must strictly equal this value to be included in the results.

    • Optional startIndex: number

      An optional start index to search from. Default 0.

    • Optional endIndex: number

      An optional end index to search up to (but not included) Default Container.length.

    Returns T[]

  • Returns the Game Object at the given position in this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • index: number

      The position to get the Game Object from.

    Returns T

  • Gets the bounds of this Container. It works by iterating all children of the Container, getting their respective bounds, and then working out a min-max rectangle from that. It does not factor in if the children render or not, all are included.

    Some children are unable to return their bounds, such as Graphics objects, in which case they are skipped.

    Depending on the quantity of children in this Container it could be a really expensive call, so cache it and only poll it as needed.

    The values are stored and returned in a Rectangle object.

    Parameters

    • Optional output: Rectangle

      A Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created.

    Returns Rectangle

  • Returns the world transform matrix as used for Bounds checks.

    The returned matrix is temporal and shouldn't be stored.

    Returns TransformMatrix

  • Searches for the first instance of a child with its name property matching the given argument. Should more than one child have the same name only the first is returned.

    Type Parameters

    • T extends GameObject

    Parameters

    • name: string

      The name to search for.

    Returns T

  • Retrieves the value for the given key in this Game Objects Data Manager, 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:

    sprite.getData('gold');
    

    Or access the value directly:

    sprite.data.values.gold;
    

    You can also pass in an array of keys, in which case an array of values will be returned:

    sprite.getData([ 'gold', 'armor', 'health' ]);
    

    This approach is useful for destructuring arrays in ES6.

    Parameters

    • key: string | string[]

      The key of the value to retrieve, or an array of keys.

    Returns any

  • Gets the first Game Object in this Container.

    You can also specify a property and value to search for, in which case it will return the first Game Object in this Container with a matching property and / or value.

    For example: getFirst('visible', true) would return the first Game Object that had its visible property set.

    You can limit the search to the startIndex - endIndex range.

    Type Parameters

    • T extends GameObject

    Parameters

    • property: string

      The property to test on each Game Object in the Container.

    • value: any

      The value to test the property against. Must pass a strict (===) comparison check.

    • Optional startIndex: number

      An optional start index to search from. Default 0.

    • Optional endIndex: number

      An optional end index to search up to (but not included) Default Container.length.

    Returns T

  • Returns the index of the given Game Object in this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to search for in this Container.

    Returns number

  • Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

    Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

    Returns number[]

  • 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.

    Parameters

    • x: number

      The x position to translate.

    • y: number

      The y position to translate.

    • Optional point: Vector2

      A Vector2, or point-like object, to store the results in.

    • Optional camera: Camera

      The Camera which is being tested against. If not given will use the Scene default camera.

    Returns Vector2

  • Gets the local transform matrix for this Game Object.

    Parameters

    • Optional tempMatrix: TransformMatrix

      The matrix to populate with the values from this Game Object.

    Returns TransformMatrix

  • Gets the sum total rotation of all of this Game Objects parent Containers.

    The returned value is in radians and will be zero if this Game Object has no parent container.

    Returns number

  • Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

    Parameters

    • pipeline: string | Function | PostFXPipeline

      The string-based name of the pipeline, or a pipeline class.

    Returns PostFXPipeline | PostFXPipeline[]

  • Returns a random Game Object from this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • Optional startIndex: number

      An optional start index. Default 0.

    • Optional length: number

      An optional length, the total number of elements (from the startIndex) to choose from.

    Returns T

  • Gets the types of a pokemon

    Parameters

    • includeTeraType: boolean = false

      boolean to include tera-formed type, default false

    • forDefend: boolean = false

      boolean if the pokemon is defending from an attack

    • Optional ignoreOverride: boolean

      boolean if true, ignore ability changing effects

    Returns Type[]

    array of Type

  • Gets the world transform matrix for this Game Object, factoring in any parent Containers.

    Parameters

    • Optional tempMatrix: TransformMatrix

      The matrix to populate with the values from this Game Object.

    • Optional parentMatrix: TransformMatrix

      A temporary matrix to hold parent values during the calculations.

    Returns TransformMatrix

  • Checks whether a pokemon has the specified ability and it's in effect. Accounts for all the various effects which can affect whether an ability will be present or in effect, and both passive and non-passive. This is the primary way to check whether a pokemon has a particular ability.

    Parameters

    • ability: Abilities

      The ability to check for

    • canApply: boolean = true

      If false, it doesn't check whether the abiltiy is currently active

    • Optional ignoreOverride: boolean

      If true, it ignores ability changing effects

    Returns boolean

    Whether the ability is present and active

  • Checks whether a pokemon has an ability with the specified attribute and it's in effect. Accounts for all the various effects which can affect whether an ability will be present or in effect, and both passive and non-passive. This is one of the two primary ways to check whether a pokemon has a particular ability.

    Parameters

    • attrType: Constructor<AbAttr>

      The ability attribute to check for

    • canApply: boolean = true

      If false, it doesn't check whether the ability is currently active

    • Optional ignoreOverride: boolean

      If true, it ignores ability changing effects

    Returns boolean

    Whether an ability with that attribute is present and active

  • Checks if a pokemon has a passive either from:

    • bought with starter candy
    • set by override
    • is a boss pokemon

    Returns boolean

    whether or not a pokemon should have a passive

  • Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    When the value is first set, a setdata event is emitted from this Game Object.

    Parameters

    • key: string

      The key to change the value for.

    • Optional amount: number

      The amount to increase the given key by. Pass a negative value to decrease the key. Default 1.

    Returns this

  • This should only be called during the instantiation of the Game Object.

    It is called by default by all core Game Objects and doesn't need calling again.

    After that, use setPostPipeline.

    Parameters

    • Optional preFX: boolean

      Does this Game Object support Pre FX? Default false.

    Returns void

  • Parameters

    • type: Type
    • includeTeraType: boolean = true
    • forDefend: boolean = false
    • Optional ignoreOverride: boolean

    Returns boolean

  • Passes all Game Objects in this Container to the given callback.

    Only use this method when you absolutely know that the Container will not be modified during the iteration, i.e. by removing or adding to its contents.

    Parameters

    • callback: Function

      The function to call.

    • Optional context: object

      Value to use as this when executing callback.

    • Rest ...args: any[]

      Additional arguments that will be passed to the callback, after the child.

    Returns this

  • Return the number of listeners listening to a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns number

  • Return the listeners registered for a given event.

    Parameters

    • event: string | symbol

      The event name.

    Returns Function[]

  • Moves a Game Object above another one within this Container.

    These 2 Game Objects must already be children of this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child1: T

      The Game Object to move above base Game Object.

    • child2: T

      The base Game Object.

    Returns this

  • Moves a Game Object below another one within this Container.

    These 2 Game Objects must already be children of this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child1: T

      The Game Object to move below base Game Object.

    • child2: T

      The base Game Object.

    Returns this

  • Moves the given Game Object down one place in this Container, unless it's already at the bottom.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to be moved in the Container.

    Returns this

  • Moves a Game Object to a new position within this Container.

    The Game Object must already be a child of this Container.

    The Game Object is removed from its old position and inserted into the new one. Therefore the Container size does not change. Other children will change position accordingly.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to move.

    • index: number

      The new position of the Game Object in this Container.

    Returns this

  • Moves the given Game Object up one place in this Container, unless it's already at the top.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to be moved in the Container.

    Returns this

  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

  • Add a listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • Internal handler, called when a child is destroyed.

    Returns void

  • Add a one-time listener for a given event.

    Parameters

    • event: string | symbol

      The event name.

    • fn: Function

      The listener function.

    • Optional context: any

      The context to invoke the listener with. Default this.

    Returns this

  • Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties, and transforms it into the space of this Container, then returns it in the output object.

    Parameters

    • source: Vector2Like

      The Source Point to be transformed.

    • Optional output: Vector2Like

      A destination object to store the transformed point in. If none given a Vector2 will be created and returned.

    Returns Vector2Like

  • Internal destroy handler, called as part of the destroy process.

    Returns void

  • Removes the given Game Object, or array of Game Objects, from this Container.

    The Game Objects must already be children of this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T | T[]

      The Game Object, or array of Game Objects, to be removed from the Container.

    • Optional destroyChild: boolean

      Optionally call destroy on each child successfully removed from this Container. Default false.

    Returns this

  • Removes all Game Objects from this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Parameters

    • Optional destroyChild: boolean

      Optionally call destroy on each Game Object successfully removed from this Container. Default false.

    Returns this

  • Remove all listeners, or those of the specified event.

    Parameters

    • Optional event: string | symbol

      The event name.

    Returns this

  • Removes the Game Object at the given position in this Container.

    You can also optionally call destroy on the Game Object, if one is found.

    Parameters

    • index: number

      The index of the Game Object to be removed.

    • Optional destroyChild: boolean

      Optionally call destroy on the Game Object if successfully removed from this Container. Default false.

    Returns this

  • Removes the Game Objects between the given positions in this Container.

    You can also optionally call destroy on each Game Object that is removed from the Container.

    Parameters

    • Optional startIndex: number

      An optional start index to search from. Default 0.

    • Optional endIndex: number

      An optional end index to search up to (but not included) Default Container.length.

    • Optional destroyChild: boolean

      Optionally call destroy on each Game Object successfully removed from this Container. Default false.

    Returns this

  • Removes this Game Object from the Display List it is currently on.

    A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

    You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

    If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

    Returns this

  • Removes this Game Object from the Scene's Update List.

    When a Game Object is on the Update List, it will have its preUpdate method called every game frame. Calling this method will remove it from the list, preventing this.

    Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.

    Returns this

  • If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

    The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

    If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

    If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

    If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

    Returns this

  • Remove the listeners of a given event.

    Parameters

    • event: string | symbol

      The event name.

    • Optional fn: Function

      Only remove the listeners that match this function.

    • Optional context: any

      Only remove the listeners that have this context.

    • Optional once: boolean

      Only remove one-time listeners.

    Returns this

  • 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.

    Parameters

    • pipeline: string | PostFXPipeline

      The string-based name of the pipeline, or a pipeline class.

    Returns this

  • This callback is invoked when this Game Object is removed from a Scene.

    Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

    You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

    Returns void

  • Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • oldChild: T

      The Game Object in this Container that will be replaced.

    • newChild: T

      The Game Object to be added to this Container.

    • Optional destroyChild: boolean

      Optionally call destroy on the Game Object if successfully removed from this Container. Default false.

    Returns this

  • 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.

    Parameters

    • Optional resetData: boolean

      Reset the postPipelineData object to being an empty object? Default false.

    Returns void

  • Resets the status of a pokemon.

    Parameters

    • revive: boolean = true

      Whether revive should be cured; defaults to true.

    • confusion: boolean = false

      Whether resetStatus should include confusion or not; defaults to false.

    • reloadAssets: boolean = false

      Whether to reload the assets or not; defaults to false.

    Returns void

  • Reverses the order of all Game Objects in this Container.

    Returns this

  • Handles Revival Blessing when used by player.

    Returns Promise<void>

    Promise to revive a pokemon.

    See

    RevivalBlessingAttr

  • Sends the given Game Object to the bottom of this Container. This will cause it to render below any other objects in the Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child: T

      The Game Object to send to the bottom of the Container.

    Returns this

  • Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

    Parameters

    • value: boolean

      True if this Game Object should be set as active, false if not.

    Returns this

  • Sets the property to the given value on all Game Objects in this Container.

    Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, and you set startIndex to 0 and endIndex to 50, it would return matches from only the first 50 Game Objects.

    Parameters

    • property: string

      The property that must exist on the Game Object.

    • value: any

      The value to get the property to.

    • Optional startIndex: number

      An optional start index to search from. Default 0.

    • Optional endIndex: number

      An optional end index to search up to (but not included) Default Container.length.

    Returns this

  • 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.

    Parameters

    • Optional value: number

      The alpha value applied across the whole Game Object. Default 1.

    Returns this

  • Sets the angle of this Game Object.

    Parameters

    • Optional degrees: number

      The rotation of this Game Object, in degrees. Default 0.

    Returns this

  • 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:

    • NORMAL
    • 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.

    Parameters

    • value: string | number | BlendModes

      The BlendMode value. Either a string, a CONST or a number.

    Returns this

  • Allows you to store a key value pair within this Game Objects Data Manager.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    sprite.setData('name', 'Red Gem Stone');
    

    You can also pass in an object of key value pairs as the first argument:

    sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
    

    To get a value back again you can call getData:

    sprite.getData('gold');
    

    Or you can access the value directly via the values property, where it works like any other variable:

    sprite.data.values.gold += 50;
    

    When the value is first set, a setdata event is emitted from this Game Object.

    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.

    Type Parameters

    • T extends unknown

    Parameters

    • key: string | T

      The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

    • Optional data: any

      The value to set for the given key. If an object is provided as the key this argument is ignored.

    Returns this

  • Adds a Data Manager component to this Game Object.

    Returns this

  • The depth of this Game Object within the Scene.

    The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

    The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

    Setting the depth will queue a depth sort event within the Scene.

    Parameters

    • value: number

      The depth of this Game Object. Ensure this value is only ever a number data-type.

    Returns this

  • Sets the display size of this Game Object.

    Calling this will adjust the scale.

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

  • Does this Container exclusively manage its children?

    The default is true which means a child added to this Container cannot belong in another Container, which includes the Scene display list.

    If you disable this then this Container will no longer exclusively manage its children. This allows you to create all kinds of interesting graphical effects, such as replicating Game Objects without reparenting them all over the Scene. However, doing so will prevent children from receiving any kind of input event or have their physics bodies work by default, as they're no longer a single entity on the display list, but are being replicated where-ever this Container is.

    Parameters

    • Optional value: boolean

      The exclusive state of this Container. Default true.

    Returns this

  • Pass this Game Object to the Input Manager to enable it for Input.

    Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

    If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

    You can also provide an Input Configuration Object as the only argument to this method.

    Parameters

    • Optional hitArea: any

      Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

    • Optional callback: HitAreaCallback

      The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

    • Optional dropZone: boolean

      Should this Game Object be treated as a drop zone target? Default false.

    Returns this

  • 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.

    Parameters

    • mask: BitmapMask | GeometryMask

      The mask this Game Object will use when rendering.

    Returns this

  • Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

    Parameters

    • value: string

      The name to be given to this Game Object.

    Returns this

  • Sets the position of this Game Object.

    Parameters

    • Optional x: number

      The x position of this Game Object. Default 0.

    • Optional y: number

      The y position of this Game Object. If not set it will use the x value. Default x.

    • Optional z: number

      The z position of this Game Object. Default 0.

    • Optional w: number

      The w position of this Game Object. Default 0.

    Returns this

  • Sets this object's position relative to another object with a given offset

    Parameters

    • guideObject: any

      Phaser.GameObjects.GameObject to base the position off of

    • x: number

      The relative x position

    • y: number

      The relative y position

    Returns void

  • 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 set the postPipelineData property, if the parameter is given.

    Parameters

    • pipelines: string | Function | string[] | PostFXPipeline | PostFXPipeline[] | Function[]

      Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.

    • Optional pipelineData: object

      Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

    • Optional copyData: boolean

      Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead. Default true.

    Returns this

  • Adds an entry to the postPipelineData 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.

    Parameters

    • key: string

      The key of the pipeline data to set, update, or delete.

    • Optional value: any

      The value to be set with the key. If undefined then key will be deleted from the object.

    Returns this

  • 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.

    Parameters

    • Optional x: number

      The x position of the top-left of the random area. Default 0.

    • Optional y: number

      The y position of the top-left of the random area. Default 0.

    • Optional width: number

      The width of the random area.

    • Optional height: number

      The height of the random area.

    Returns this

  • Sets the rotation of this Game Object.

    Parameters

    • Optional radians: number

      The rotation of this Game Object, in radians. Default 0.

    Returns this

  • Sets the scale of this Game Object.

    Parameters

    • Optional x: number

      The horizontal scale of this Game Object. Default 1.

    • Optional y: number

      The vertical scale of this Game Object. If not set it will use the x value. Default x.

    Returns this

  • Sets the scroll factor of this Container and optionally all of its children.

    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.

    Parameters

    • x: number

      The horizontal scroll factor of this Game Object.

    • Optional y: number

      The vertical scroll factor of this Game Object. If not set it will use the x value. Default x.

    • Optional updateChildren: boolean

      Apply this scrollFactor to all Container children as well? Default false.

    Returns this

  • 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.

    Parameters

    • width: number

      The width of this Game Object.

    • height: number

      The height of this Game Object.

    Returns this

  • Sets the current state of this Game Object.

    Phaser itself will never modify the State of a Game Object, although plugins may do so.

    For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

    Parameters

    • value: string | number

      The state of the Game Object.

    Returns this

  • Sets the visibility of this Game Object.

    An invisible Game Object will skip rendering, but will still process update logic.

    Parameters

    • value: boolean

      The visible state of the Game Object.

    Returns this

  • Sets the w position of this Game Object.

    Parameters

    • Optional value: number

      The w position of this Game Object. Default 0.

    Returns this

  • Sets the x position of this Game Object.

    Parameters

    • Optional value: number

      The x position of this Game Object. Default 0.

    Returns this

  • Sets the y position of this Game Object.

    Parameters

    • Optional value: number

      The y position of this Game Object. Default 0.

    Returns this

  • 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 instead.

    Parameters

    • Optional value: number

      The z position of this Game Object. Default 0.

    Returns this

  • Shuffles the all Game Objects in this Container using the Fisher-Yates implementation.

    Returns this

  • Removes all listeners.

    Returns void

  • Sort the contents of this Container so the items are in order based on the given property. For example: sort('alpha') would sort the elements based on the value of their alpha property.

    Parameters

    • property: string

      The property to lexically sort by.

    • Optional handler: Function

      Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.

    Returns this

  • If this Pokemon is using a multi-hit move, cancels all subsequent strikes

    Parameters

    • Optional target: default

      If specified, this only cancels subsequent strikes against the given target

    Returns void

  • Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.

    Type Parameters

    • T extends GameObject

    Parameters

    • child1: T

      The first Game Object to swap.

    • child2: T

      The second Game Object to swap.

    Returns this

  • Parameters

    • batonPass: boolean
    • removeFromField: boolean = false

    Returns Promise<void>

  • Parameters

    • color: number
    • Optional alpha: number
    • Optional duration: number
    • Optional ease: string

    Returns void

  • Returns a JSON representation of the Game Object.

    Returns JSONGameObject

  • Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

    If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

    If the key doesn't already exist in the Data Manager then it is created.

    When the value is first set, a setdata event is emitted from this Game Object.

    Parameters

    • key: string

      The key to toggle the value for.

    Returns this

  • Attempts to animate a given Phaser.GameObjects.Sprite

    Parameters

    • sprite: Sprite

      Phaser.GameObjects.Sprite to animate

    • tintSprite: Sprite

      Phaser.GameObjects.Sprite placed on top of the sprite to add a color tint

    • key: string

    Returns boolean

    true if the sprite was able to be animated

    See

    Phaser.GameObjects.Sprite.play

  • Function that tries to set a Pokemon shiny based on the trainer's trainer ID and secret ID Endless Pokemon in the end biome are unable to be set to shiny

    The exact mechanic is that it calculates E as the XOR of the player's trainer ID and secret ID F is calculated as the XOR of the first 16 bits of the Pokemon's ID with the last 16 bits The XOR of E and F are then compared to the thresholdOverride (default case 32) to see whether or not to generate a shiny

    Parameters

    • Optional thresholdOverride: number

      number that is divided by 2^16 (65536) to get the shiny chance

    Returns boolean

    true if the Pokemon has been set as a shiny, false otherwise

  • To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

    Parameters

    • Rest ...args: any[]

      args

    Returns void

  • Show or hide the type effectiveness multiplier window Passing undefined will hide the window

    Parameters

    • Optional effectiveness: string

    Returns void

  • Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

    Parameters

    • camera: Camera

      The Camera to check against this Game Object.

    Returns boolean