The Stage controls root level display objects upon which everything is displayed.
It also handles browser visibility handling and the pausing due to loss of focus.
Name | Type | Description |
---|---|---|
game | Phaser.Game | Game reference to the currently running game. |
Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
[read-only] The array of children of this container.
Reset each frame, keeps a count of the total number of objects updated.
By default if the browser tab loses focus the game will pause.
You can stop that behavior by setting this property to true.
Note that the browser can still elect to pause your game if it wishes to do so,
for example swapping to another browser tab. This will cause the RAF callback to halt,
effectively pausing your game, even though no in-game pause event is triggered if you enable this property.
If exists is true the Stage and all children are updated, otherwise it is skipped.
A reference to the currently running Game.
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
If ignoreChildInput
is false
it will allow this objects children to be considered as valid for Input events.
If this property is true
then the children will not be considered as valid for Input events.
Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
The name of this object.
Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default. Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
Adds a child to the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to add to the container |
The child that was added.
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Name | Type | Description |
---|---|---|
child | DisplayObject | The child to add |
index | Number | The index to place the child in |
The child that was added.
Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser.
Also listens for window.onblur and window.onfocus.
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
Destroys the Stage and removes event listeners.
Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
Name | Type | Argument | Description |
---|---|---|---|
targetCoordinateSpace | PIXIDisplayObject | PIXIMatrix | <optional> | Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. |
The rectangular bounding area
Returns the child at the specified index
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child at the given index, if any.
Returns the index position of a child DisplayObject instance
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject instance to identify |
The index position of the child display object to identify
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.
The rectangular bounding area
Parses a Game configuration object.
Name | Type | Description |
---|---|---|
config | object | The configuration object to parse. |
This is called automatically before the renderer runs and after the plugins have updated.
In postUpdate this is where all the final physics calculations and object positioning happens.
The objects are processed in the order of the display list.
This is called automatically after the plugins preUpdate and before the State.update.
Most objects have preUpdate methods and it's where initial movement and positioning is done.
Removes a child from the container.
Name | Type | Description |
---|---|---|
child | DisplayObject | The DisplayObject to remove |
The child that was removed.
Removes a child from the specified index position.
Name | Type | Description |
---|---|---|
index | Number | The index to get the child from |
The child that was removed.
Removes all children from this container that are within the begin and end indexes.
Name | Type | Description |
---|---|---|
beginIndex | Number | The beginning position. Default value is 0. |
endIndex | Number | The ending position. Default value is size of the container. |
Sets the background color for the Stage.
The color can be given as a hex string ('#RRGGBB'
), a CSS color string ('rgb(r,g,b)'
), or a numeric value (0xRRGGBB
).
An alpha channel is not supported and will be ignored.
If you've set your game to be transparent then calls to setBackgroundColor are ignored.
Name | Type | Description |
---|---|---|
color | number | string | The color of the background. |
Changes the position of an existing child in the display object container
Name | Type | Description |
---|---|---|
child | DisplayObject | The child DisplayObject instance for which you want to change the index number |
index | Number | The resulting index number for the child display object |
Swaps the position of 2 Display Objects within this container.
Name | Type | Description |
---|---|---|
child | DisplayObject | - |
child2 | DisplayObject | - |
This is called automatically after the State.update, but before particles or plugins update.
Updates the transforms for all objects on the display list.
This overrides the Pixi default as we don't need the interactionManager, but do need the game property check.
This method is called when the document visibility is changed.
Name | Type | Description |
---|---|---|
event | Event | Its type will be used to decide whether the game should be paused or not. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Stage.html