Optional
dataSource: defaultThe alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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.
Protected
battleSets 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:
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.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
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:
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
.
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.
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.
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.
Readonly
displayInternal 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.
Readonly
displayInternal 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.
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.
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.
Readonly
firstReturns 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
.
Does this Game Object have any Post Pipelines set?
Readonly
hasA property indicating that a Game Object has this component.
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.
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.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
Readonly
isTo indicate if the instance was populated with a dataSource -> e.g. loaded & populated from session data
Readonly
lastReturns 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
.
Readonly
lengthThe number of Game Objects inside this Container.
An array holding the children of this Container.
Internal Transform Matrix used for local space conversion.
The Mask this Game Object is using during render.
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.
Optional
mysteryUsed by Mystery Encounters to execute pokemon-specific logic (such as stat boosts) at start of battle
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
Readonly
nextReturns 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
.
Readonly
originXInternal 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.
Readonly
originYInternal 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.
The parent Container of this Game Object, if it has one.
The cursor position.
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.
An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.
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.
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:
All FX are WebGL only and do not have Canvas counterparts.
Please see the FX Class for more details and available methods.
Readonly
previousReturns 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
.
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.
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.
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.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
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.
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.
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.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
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.
The x position of this Game Object.
The y position of this Game Object.
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.
Static
Readonly
RENDER_The bitmask that GameObject.renderFlags
is compared against to determine if the Game Object will render or not.
Adds the given Game Object, or array of Game Objects, to this Container.
Each Game Object must be unique within the Container.
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.
Optional
sourceMove: MovesOptional
sourceId: numberAdds 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.
Optional
displayList: Layer | DisplayListThe Display List to add to. Defaults to the Scene Display List.
Add a new pokemon to the player's party (at slotIndex
if set).
The new pokemon's visibility will be set to false
.
the type of pokeball the pokemon was caught with
an optional index to place the pokemon in the party
the pokemon that was added or null if the pokemon could not be added
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.
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.
Checks whether an ability of a pokemon can be currently applied. This should rarely be
directly called, as hasAbility
and hasAbilityWithAttr
already call this.
If true, check if passive can be applied instead of non-passive
true
if the ability can be applied
hasAbility
hasAbilityWithAttr
Intended ways to check abilities in most cases
Checks if a status effect can be applied to the Pokemon.
The StatusEffect
whose applicability is being checked
Whether in-battle messages should trigger or not
Whether the Pokemon's current status can be overriden
The Pokemon that is setting the status effect
Whether any field effects (weather, terrain, etc.) should be considered
Helper function to check if the player already owns the starter data of the Pokemon's current ability
the owned abilityAttr of this Pokemon's root form
true if the player already has it, false otherwise
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.
The property to check.
The value to check.
Optional
startIndex: numberAn optional start index to search from. Default 0.
Optional
endIndex: numberAn optional end index to search up to (but not included) Default Container.length.
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.
Optional
maskObject: GameObject | DynamicTextureThe 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: numberIf creating a Game Object, the horizontal position in the world.
Optional
y: numberIf creating a Game Object, the vertical position in the world.
Optional
texture: string | TextureIf 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 | FrameIf creating a Game Object, an optional frame from the Texture this Game Object is rendering with.
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.
Optional
graphics: Graphics | ShapeA Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.
Called by damageAndUpdate()
integer
boolean, not currently used
used to update damage if endure or sturdy
flag on wheter to add FaintPhase if pokemon after applying damage faints
integer representing damage
Called by apply(), given the damage, adds a new DamagePhase and actually updates HP values, etc.
integer - passed to damage()
Optional
result: DamageResultan enum if it's super effective, not very, etc.
boolean if move is a critical hit
boolean, passed to damage() and not used currently
boolean, ignore endure properties of pokemon, passed to damage()
boolean to ignore adding a FaintPhase, passsed to damage()
Optional
source: defaultinteger of damage done
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
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.
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.
The function to call.
Optional
context: objectValue to use as this
when executing callback.
Rest
...args: any[]Additional arguments that will be passed to the callback, after the child.
Gracefully handle errors loading a variant sprite. Log if it fails and attempt to fall back on non-experimental sprites before giving up.
the cache key for the variant color sprite
the sprite path that failed to load
was the attempted sprite experimental
the filename of the sprite
Rest
...optionalParams: any[]any additional params to log
Optional
naturePool: Nature[]Protected
generateGets 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.
If true
, ignore ability changing effects; Default: false
The non-passive Ability
of the pokemon
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.
An array of all the ability attributes on this ability.
Calculates the accuracy multiplier of the user against a target.
This method considers various factors such as the user's accuracy level, the target's evasion level, abilities, and modifiers to compute the final accuracy multiplier.
The calculated accuracy multiplier.
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.
Optional
property: stringThe property to test on each Game Object in the Container.
Optional
value: anyIf property is set then the property
must strictly equal this value to be included in the results.
Optional
startIndex: numberAn optional start index to search from. Default 0.
Optional
endIndex: numberAn optional end index to search up to (but not included) Default Container.length.
Calculates the damage of an attack made by another Pokemon against this Pokemon
Pokemon
the attacking Pokemon
Pokemon
the move used in the attack
If true
, ignores this Pokemon's defensive ability effects
If true
, ignores the attacking Pokemon's ability effects
If true
, calculates damage for a critical hit.
If true
, suppresses changes to game state during the calculation.
a DamageCalculationResult
object with three fields:
cancelled
: true
if the move was cancelled by another effect.result
: HitResult
indicates the attack's type effectiveness.damage
: number
the attack's final damage output.Calculates the move's type effectiveness multiplier based on the target's type/s.
Type
the type of the move being used
Optional
source: defaultPokemon
the Pokemon using the move
whether or not this ignores strong winds (anticipation, forewarn, stealth rocks)
tag to only apply the strong winds effect message when the move is used
Optional
move: default(optional) the move whose type effectiveness is to be checked. Used for applying VariableMoveTypeChartAttr
a multiplier for the type effectiveness
Calculates the base damage of the given move against this Pokemon when attacked by the given source. Used during damage calculation and for Shell Side Arm's forecasting effect.
the attacking Pokemon
.
the Move
used in the attack.
the move's MoveCategory
after variable-category effects are applied.
if true
, ignores this Pokemon's defensive ability effects (defaults to false
).
if true
, ignore's the attacking Pokemon's ability effects (defaults to false
).
if true
, calculates effective stats as if the hit were critical (defaults to false
).
if true
, suppresses changes to game state during calculation (defaults to true
).
The move's base damage against this Pokemon when used by the source Pokemon.
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.
Optional
output: RectangleA Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created.
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.
The key of the value to retrieve, or an array of keys.
Calculates and retrieves the final value of a stat considering any held items, move effects, opponent abilities, and whether there was a critical hit.
the desired EffectiveStat
Optional
opponent: defaultthe target Pokemon
Optional
move: defaultthe Move
being used
determines whether this Pokemon's abilities should be ignored during the stat calculation
during an attack, determines whether the opposing Pokemon's abilities should be ignored during the stat calculation.
determines whether a critical hit has occurred or not (false
by default)
if true
, nullifies any effects that produce any changes to game state from triggering
the final in-battle value of a stat
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.
The property to test on each Game Object in the Container.
The value to test the property against. Must pass a strict (===
) comparison check.
Optional
startIndex: numberAn optional start index to search from. Default 0.
Optional
endIndex: numberAn optional end index to search up to (but not included) Default Container.length.
Optional
ignoreOverride: booleanReturns 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 a list of the most recent move entries in this Pokemon's move history. The retrieved move entries are sorted in order from NEWEST to OLDEST.
The number of move entries to retrieve.
If negative, retrieve the Pokemon's entire move history (equivalent to reversing the output of ()
).
Default is 1
.
A list of TurnMove
, as specified above.
Gets all possible learnable level moves for the Pokemon
,
excluding any moves already known.
Available egg moves are only included if the Pokemon
was
in the starting party of the run and if Fresh Start is not active.
an array of Moves
, the length of which is determined
by how many learnable moves there are for the Pokemon
.
Gets all level up moves in a given range for a particular pokemon.
Optional
startingLevel: numberDon't include moves below this level
Whether to include evolution moves
Whether to include moves from prior evolutions
Whether to include moves that would require a relearner. Note the move relearner inherently allows evolution moves
A list of moves and the levels they can be learned at
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.
The x position to translate.
The y position to translate.
Optional
point: Vector2A Vector2, or point-like object, to store the results in.
Optional
camera: CameraThe Camera which is being tested against. If not given will use the Scene default camera.
Calculates the effectiveness of a move against the Pokémon. This includes modifiers from move and ability attributes.
Pokemon
The attacking Pokémon.
Move
The move being used by the attacking Pokémon.
Whether to ignore abilities that might affect type effectiveness or immunity (defaults to false
).
Whether to apply abilities via simulated calls (defaults to true
)
Optional
cancelled: BooleanHolderUtils.BooleanHolder
Stores whether the move was cancelled by a non-type-based immunity.
Currently only used by Pokemon.apply to determine whether a "No effect" message should be shown.
The type damage multiplier, indicating the effectiveness of the move
Optional
ignoreOverride: booleanDetermines the move this Pokemon will use on the next turn, as well as the Pokemon the move will target.
this Pokemon's next move in the format {move, moveTargets}
Determines the Pokemon the given move would target if used by this Pokemon
The indexes of the Pokemon the given move would target
Gets the passive ability of the pokemon. 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.
The passive Ability
of the pokemon
hasAbility
hasAbilityWithAttr
Intended ways to check abilities in most cases
Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.
The string-based name of the pipeline, or a pipeline class.
Gets the MoveRestrictionBattlerTag that is restricting a move, if it exists.
the first tag on this Pokemon that restricts the move, or null
if the move is not restricted.
Optional
ignoreOverride: booleanRetrieves the corresponding PermanentStat
of the Pokemon
.
the numeric value of the desired Stat
Retrieves the in-battle stage of the specified BattleStat
.
the stage of the desired BattleStat
if available, 0 otherwise
Calculates the stat stage multiplier of the user against an opponent.
Note that this does not apply to evasion or accuracy
the desired EffectiveStat
Optional
opponent: defaultthe target Pokemon
Optional
move: defaultthe Move
being used
determines whether the effects of the opponent's abilities (i.e. Unaware) should be ignored (false
by default)
determines whether a critical hit has occurred or not (false
by default)
determines whether effects are applied without altering game state (true
by default)
the stat stage multiplier to be used for effective stat calculation
The tera-formed type of the pokemon, or Type.UNKNOWN
if not present
Gets the types of a pokemon
true
to include tera-formed type; Default: false
true
if the pokemon is defending from an attack; Default: false
If true
, ignore ability changing effects; Default: false
array of Type
Checks which egg moves have been unlocked for the Pokemon
based
on the species it was met at or by the first Pokemon
in its evolution
line that can act as a starter and provides those egg moves.
an array of Moves
, the length of which is determined by how many
egg moves are unlocked for that species.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
Optional
tempMatrix: TransformMatrixThe matrix to populate with the values from this Game Object.
Optional
parentMatrix: TransformMatrixA temporary matrix to hold parent values during the calculations.
Go through a boss' health segments and give stats boosts for each newly cleared segment The base boost is 1 to a random stat that's not already maxed out per broken shield For Pokemon with 3 health segments or more, breaking the last shield gives +2 instead For Pokemon with 5 health segments or more, breaking the last two shields give +2 each
index of the segment to get down to (0 = no shield left, 1 = 1 shield left, etc.)
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.
The ability to check for
If false, it doesn't check whether the ability is currently active
Optional
ignoreOverride: booleanIf true, it ignores ability changing effects
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.
The ability attribute to check for
If false, it doesn't check whether the ability is currently active
Optional
ignoreOverride: booleanIf true, it ignores ability changing effects
Whether an ability with that attribute is present and active
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.
The key to change the value for.
Optional
amount: numberThe amount to increase the given key by. Pass a negative value to decrease the key. Default 1.
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
.
Optional
preFX: booleanDoes this Game Object support Pre FX? Default false.
Checks if the pokemon is allowed in battle (ie: not fainted, and allowed under any active challenges).
true
to also check if the pokemon is currently on the field, defaults to false
true
if the pokemon is "active". Returns false
if there is no active BattleScene
Check if this pokemon is allowed based on any active challenges.
It's usually better to call ()
true
if pokemon is allowed in battle
Checks if a pokemon is fainted (ie: its hp <= 0
).
It's usually better to call ()
true
to also check that the pokemon's status is StatusEffect.FAINT
true
if the pokemon is fainted
Determines whether this Pokemon is prevented from running or switching due to effects from moves and/or abilities.
If defined, ability trigger messages (e.g. from Shadow Tag) are forwarded through this array.
If true
, applies abilities via simulated calls.
true
if the pokemon is trapped
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.
The function to call.
Optional
context: objectValue to use as this
when executing callback.
Rest
...args: any[]Additional arguments that will be passed to the callback, after the child.
Causes a Pokemon to leave the field (such as in preparation for a switch out/escape).
Indicates if effects should be cleared (true) or passed to the next pokemon, such as during a baton pass (false)
Indicates if this should also play the animation to hide the Pokemon's info container.
Reduces one of this Pokemon's held item stacks by 1, and removes the item if applicable. Does nothing if this Pokemon is somehow not the owner of the held item.
The item stack to be reduced by 1.
If false
, do not trigger in-battle effects (such as Unburden) from losing the item. For example, set this to false
if the Pokemon is giving away the held item for a Mystery Encounter. Default is true
.
true
if the item was removed successfully, false
otherwise.
Moves a Game Object above another one within this Container.
These 2 Game Objects must already be children of this Container.
Moves a Game Object below another one within this Container.
These 2 Game Objects must already be children of this Container.
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.
The Game Object to move.
The new position of the Game Object in this Container.
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
Protected
onTakes 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.
The Source Point to be transformed.
Optional
output: Vector2LikeA destination object to store the transformed point in. If none given a Vector2 will be created and returned.
Attempt to process variant sprite.
the cache key for the variant color sprite
should the experimental sprite be used
the filename of the sprite
Protected
preGenerates a random number using the current battle's seed, or the global seed if this.scene.currentBattle
is falsy
The minimum integer to generate
The maximum integer to generate
a random integer between min and max inclusive
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.
Removes all Game Objects from this Container.
You can also optionally call destroy
on each Game Object that is removed from the Container.
Optional
destroyChild: booleanOptionally call destroy
on each Game Object successfully removed from this Container. Default false.
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.
The index of the Game Object to be removed.
Optional
destroyChild: booleanOptionally call destroy
on the Game Object if successfully removed from this Container. Default false.
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.
Optional
startIndex: numberAn optional start index to search from. Default 0.
Optional
endIndex: numberAn optional end index to search up to (but not included) Default Container.length.
Optional
destroyChild: booleanOptionally call destroy
on each Game Object successfully removed from this Container. Default false.
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.
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.
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.)
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
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.
The string-based name of the pipeline, or a pipeline class.
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.
Replaces a Game Object in this Container with the new Game Object. The new Game Object cannot already be a child of this Container.
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.
Optional
resetData: booleanReset the postPipelineData
object to being an empty object? Default false.
Resets the status of a pokemon.
Whether revive should be cured; defaults to true.
Whether resetStatus should include confusion or not; defaults to false.
Whether to reload the assets or not; defaults to false.
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.
True if this Game Object should be set as active, false if not.
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.
The property that must exist on the Game Object.
The value to get the property to.
Optional
startIndex: numberAn optional start index to search from. Default 0.
Optional
endIndex: numberAn optional end index to search up to (but not included) Default Container.length.
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.
Optional
value: numberThe alpha value applied across the whole Game Object. Default 1.
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:
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.
The BlendMode value. Either a string, a CONST or a number.
Sets the pokemons boss status. If true initializes the boss segments either from the arguments or through the the Scene.getEncounterBossSegments function
if the pokemon is a boss
amount of boss segments (health-bar segments)
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.
The key to set the value for. Or an object of key value pairs. If an object the data
argument is ignored.
Optional
data: anyThe value to set for the given key. If an object is provided as the key this argument is ignored.
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.
The depth of this Game Object. Ensure this value is only ever a number data-type.
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.
Optional
value: booleanThe exclusive state of this Container. Default true.
Optional
duration: numberPass 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.
Optional
hitArea: anyEither 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: HitAreaCallbackThe 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: booleanShould this Game Object be treated as a drop zone target? Default false.
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.
The mask this Game Object will use when rendering.
Sets the position of this Game Object.
Optional
x: numberThe x position of this Game Object. Default 0.
Optional
y: numberThe y position of this Game Object. If not set it will use the x
value. Default x.
Optional
z: numberThe z position of this Game Object. Default 0.
Optional
w: numberThe w position of this Game Object. Default 0.
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.
Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.
Optional
pipelineData: objectOptional pipeline data object that is set in to the postPipelineData
property of this Game Object.
Optional
copyData: booleanShould 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.
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.
The key of the pipeline data to set, update, or delete.
Optional
value: anyThe value to be set with the key. If undefined
then key
will be deleted from the object.
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.
Optional
x: numberThe x position of the top-left of the random area. Default 0.
Optional
y: numberThe y position of the top-left of the random area. Default 0.
Optional
width: numberThe width of the random area.
Optional
height: numberThe height of the random area.
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.
The horizontal scroll factor of this Game Object.
Optional
y: numberThe vertical scroll factor of this Game Object. If not set it will use the x
value. Default x.
Optional
updateChildren: booleanApply this scrollFactor to all Container children as well? Default false.
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.
The width of this Game Object.
The height of this Game Object.
Writes the value to the corrseponding PermanentStat
of the Pokemon
.
Note that this does nothing if value is less than 0.
Writes the value to the in-battle stage of the corresponding BattleStat
of the Pokemon
.
Note that, if the value is not within a range of [-6, 6], it will be forced to the closest range bound.
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.
The state of the Game Object.
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.
The property to lexically sort by.
Optional
handler: FunctionProvide your own custom handler function. Will receive 2 children which it should compare and return a boolean.
If this Pokemon is using a multi-hit move, cancels all subsequent strikes
Optional
target: defaultIf specified, this only cancels subsequent strikes against the given target
Swaps the position of two Game Objects in this Container. Both Game Objects must belong to this Container.
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.
The key to toggle the value for.
Attempts to animate a given Phaser.GameObjects.Sprite
Phaser.GameObjects.Sprite to animate
Phaser.GameObjects.Sprite placed on top of the sprite to add a color tint
true if the sprite was able to be animated
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 shinyThreshold (or thresholdOverride if set) to see whether or not to generate a shiny.
The base shiny odds are BASE_SHINY_CHANCE
/ 65536
Optional
thresholdOverride: numbernumber that is divided by 2^16 (65536) to get the shiny chance, overrides shinyThreshold if set (bypassing shiny rate modifiers such as Shiny Charm)
true if the Pokemon has been set as a shiny, false otherwise
Function that tries to set a Pokemon shiny based on seed. For manual use only, usually to roll a Pokemon's shiny chance a second time. If it rolls shiny, also sets a random variant and give the Pokemon the associated luck.
The base shiny odds are BASE_SHINY_CHANCE
/ 65536
Optional
thresholdOverride: numbernumber that is divided by 2^16
(65536
) to get the shiny chance, overrides shinyThreshold if set (bypassing shiny rate modifiers such as Shiny Charm)
Optional
applyModifiersToOverride: booleanIf thresholdOverride is set and this is true, will apply Shiny Charm and event modifiers to thresholdOverride
true
if the Pokemon has been set as a shiny, false
otherwise
Optional
effect: StatusEffect
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.