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Composants des objets de jeu

/SKILL

Utilisez cette compétence lorsque vous travaillez avec les composants d'objets de jeu de Phaser 4 et le système de mixins. Elle couvre les composants

phaserjsphaserjs
40.3k
21 mai 2026
MIT License
// contenu du skill

name: game-object-components

description: "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."


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

js
// 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.

js
// 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

// source originale publique
phaserjs/phaser
/skills/game-object-components/SKILL.md
Licence : MIT License
Projet indépendant, non affilié à Anthropic. Ce skill reste la propriété de son auteur original.
// installer ce skill
Collez cette commande dans votre terminal à la racine de votre projet :
mkdir -p .claude/commands && curl -o ".claude/commands/SKILL.md" "https://raw.githubusercontent.com/phaserjs/phaser/master/skills/game-object-components/SKILL.md"
Ensuite dans Claude Code, tapez /SKILL pour l'activer.
open_in_newVoir la source originale
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// informations
Créateurphaserjs
Étoiles 40.3k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
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