phaserjs/phaser2 files

Game Object Components

Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.

Specification
Skill ID
phaserjs/phaser/game-object-components
Publisher
phaserjs
Repository
phaser
Installs
0
Files
2
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

phaserjs/phaser/game-object-componentsInstalls these files
  • SKILL.md
  • references/REFERENCE.md

What this skill tells the agent

Phaser 4 -- Game Object Components Reference

Component mixins that provide shared behavior to all Game Objects: Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, RenderNodes, RenderSteps, Filters, FilterList.

Quick Start

// Every Game Object gets its component methods via mixins.
// Just call them directly on any game object:
const sprite = this.add.sprite(400, 300, 'hero');

sprite.setAlpha(0.5);                          // Alpha
sprite.setBlendMode(Phaser.BlendModes.ADD);    // BlendMode
sprite.setDepth(10);                           // Depth
sprite.setFlip(true, false);                   // Flip
sprite.setOrigin(0, 0);                        // Origin
sprite.setScrollFactor(0);                     // ScrollFactor (HUD)
sprite.setDisplaySize(64, 64);                 // Size
sprite.setTexture('hero', 'walk-1');           // Texture
sprite.setTint(0xff0000);                      // Tint
sprite.setPosition(100, 200);                  // Transform
sprite.setVisible(false);                      // Visible
sprite.setScale(2);                            // Transform
sprite.setAngle(45);                           // Transform

// Per-corner alpha (WebGL only)
sprite.setAlpha(1, 0.5, 0.5, 1);

// Crop a texture region
sprite.setCrop(0, 0, 32, 32);

// Enable WebGL filters (post-processing)
sprite.enableFilters();
sprite.filters.internal.addBlur(1, 2, 2, 1);

// Lighting (WebGL only, v4 feature)
sprite.setLighting(true);

Core Concepts

The Mixin System

Phaser uses Phaser.Class with a Mixins array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class definition time.

// How Phaser defines Sprite internally:
var Sprite = new Class({
    Extends: GameObject,
    Mixins: [
        Components.Alpha,
        Components.BlendMode,
        Components.Depth,
        Components.Flip,
        Components.GetBounds,
        Components.Lighting,
        Components.Mask,
        Components.Origin,
        Components.RenderNodes,
        Components.ScrollFactor,
        Components.Size,
        Components.TextureCrop,
        Components.Tint,
        Components.Transform,
        Components.Visible,
        SpriteRender
    ],
    initialize: function Sprite (scene, x, y, texture, frame) { /* ... */ }
});

Key Rules

  1. Components are mixed in at class creation, not per-instance.
  2. Most setter methods return this for chaining: sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200).
  3. Many properties use getters/setters internally (e.g., alpha, depth, visible, scale, rotation). Setting alpha = 0 or scale = 0 clears render flags, skipping rendering.
  4. renderFlags is a bitmask: bit 0 = visible, bit 1 = alpha, bit 2 = scale, bit 3 = texture. All bits must be set for the object to render.
  5. Alpha vs AlphaSingle: Alpha supports per-corner alpha (WebGL), AlphaSingle only supports a single global alpha. Containers use AlphaSingle.
  6. Texture vs TextureCrop: TextureCrop extends Texture with setCrop() support. Sprites and Images use TextureCrop; some objects use plain Texture.
  7. Filters and RenderSteps are v4-only, WebGL-only systems for post-processing.

Complete Component Reference

Alpha

Provides per-corner transparency. Used by Sprite, Image, Text, and most renderable objects.

MemberTypeDescription
alphanumber (get/set)Global alpha 0-1. Setting this also sets all four corners. Setting to 0 disables rendering. Default: 1
alphaTopLeftnumber (get/set)Top-left corner alpha. WebGL only.
alphaTopRightnumber (get/set)Top-right corner alpha. WebGL only.
alphaBottomLeftnumber (get/set)Bottom-left corner alpha. WebGL only.
alphaBottomRightnumber (get/set)Bottom-right corner alpha. WebGL only.
setAlpha(topLeft?, topRight?, bottomLeft?, bottomRight?)methodSet alpha. One arg = uniform. Four args = per-corner (WebGL). Returns this.
clearAlpha()methodResets alpha to 1. Returns this.

AlphaSingle

Simplified alpha with no per-corner support. Used by Container.

MemberTypeDescription
alphanumber (get/set)Alpha 0-1. Default: 1
setAlpha(value?)methodSet alpha. Returns this.
clearAlpha()methodResets alpha to 1. Returns this.

BlendMode

Controls how pixels are composited during rendering.

MemberTypeDescription
blendModenumber/string (get/set)Current blend mode. Accepts Phaser.BlendModes const, string, or integer.
setBlendMode(value)methodSet the blend mode. Returns this.

WebGL blend modes: NORMAL, ADD, MULTIPLY, SCREEN, ERASE. Canvas supports additional browser-dependent modes.

Depth

Controls rendering order (z-index). Higher depth renders on top.

MemberTypeDescription
depthnumber (get/set)Depth value. Setting it queues a depth sort. Default: 0
setDepth(value)methodSet depth. Returns this.
setToTop()methodMove to top of display list (no depth change). Returns this.
setToBack()methodMove to back of display list. Returns this.
setAbove(gameObject)methodMove above another Game Object in display list. Returns this.
setBelow(gameObject)methodMove below another Game Object in display list. Returns this.

Flip

Visual mirroring without affecting physics bodies.

MemberTypeDescription
flipXbooleanHorizontal flip state. Default: false
flipYbooleanVertical flip state. Default: false
setFlipX(value)methodSet horizontal flip. Returns this.
setFlipY(value)methodSet vertical flip. Returns this.
setFlip(x, y)methodSet both flip states. Returns this.
toggleFlipX()methodToggle horizontal flip. Returns this.
toggleFlipY()methodToggle vertical flip. Returns this.
resetFlip()methodReset both to false. Returns this.

GetBounds

Calculate positions and bounding rectangles regardless of origin.

MemberTypeDescription
getCenter(output?, includeParent?)methodCenter coordinate. Returns Vector2Like.
getTopLeft(output?, includeParent?)methodTop-left coordinate. Returns Vector2Like.
getTopCenter(output?, includeParent?)methodTop-center coordinate. Returns Vector2Like.
getTopRight(output?, includeParent?)methodTop-right coordinate. Returns Vector2Like.
getLeftCenter(output?, includeParent?)methodLeft-center coordinate. Returns Vector2Like.
getRightCenter(output?, includeParent?)methodRight-center coordinate. Returns Vector2Like.
getBottomLeft(output?, includeParent?)methodBottom-left coordinate. Returns Vector2Like.
getBottomCenter(output?, includeParent?)methodBottom-center coordinate. Returns Vector2Like.
getBottomRight(output?, includeParent?)methodBottom-right coordinate. Returns Vector2Like.
getBounds(output?)methodFull bounding rectangle. Returns Rectangle.

Set includeParent = true to factor in parent Container transforms.

Lighting (v4, WebGL only)

Enables light-based rendering with the Phaser 4 lighting system.

MemberTypeDescription
lightingbooleanWhether to use lighting. Default: false
selfShadowobject{ enabled, penumbra, diffuseFlatThreshold }. Self-shadow settings.
setLighting(enable)methodEnable/disable lighting. Returns this.

Use this skill in a project

Open any RiverX project, search the Skills panel for phaserjs/phaser/game-object-components, and install it in one click.

Use this skill