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    Interface PathFollowerConfiguration

    interface PathFollowerConfiguration {
        active: boolean;
        alpha: number;
        alphaBottomLeft: number;
        alphaBottomRight: number;
        alphaTopLeft: number;
        alphaTopRight: number;
        angle: number;
        blendMode: string | number | BlendModes;
        customRenderNodes: object;
        defaultRenderNodes: object;
        depth: number;
        displayHeight: number;
        displayOriginX: number;
        displayOriginY: number;
        displayWidth: number;
        duration?: number;
        flipX: boolean;
        flipY: boolean;
        frame: string | number;
        from?: number;
        hasTransformComponent: boolean;
        height: number;
        isTinted: boolean;
        mask: GeometryMask;
        origin: number;
        originX: number;
        originY: number;
        path: Path;
        positionOnPath?: boolean;
        renderNodeData: object;
        rotateToPath: boolean;
        rotation: number;
        rotationOffset?: number;
        scale: number;
        scaleX: number;
        scaleY: number;
        scrollFactor: number;
        scrollFactorX: number;
        scrollFactorY: number;
        startAt?: number;
        texture: string;
        tint: number;
        tintBottomLeft: number;
        tintBottomRight: number;
        tintFill: boolean;
        tintTopLeft: number;
        tintTopRight: number;
        to?: number;
        tween: {
            callbackScope?: any;
            completeDelay?: string | number | object | Function | any[];
            delay?: number | Function;
            duration?: number;
            ease?: string | Function;
            easeParams?: any[];
            flipX?: boolean;
            flipY?: boolean;
            hold?: number;
            interpolation?: string | Function;
            loop?: string | number | object | Function | any[];
            loopDelay?: string | number | object | Function | any[];
            onActive?: TweenOnActiveCallback;
            onActiveParams?: any[];
            onComplete?: TweenOnCompleteCallback;
            onCompleteParams?: any[];
            onLoop?: TweenOnLoopCallback;
            onLoopParams?: any[];
            onPause?: TweenOnPauseCallback;
            onPauseParams?: any[];
            onRepeat?: TweenOnRepeatCallback;
            onRepeatParams?: any[];
            onResume?: TweenOnResumeCallback;
            onResumeParams?: any[];
            onStart?: TweenOnStartCallback;
            onStartParams?: any[];
            onStop?: TweenOnStopCallback;
            onStopParams?: any[];
            onUpdate?: TweenOnUpdateCallback;
            onUpdateParams?: any[];
            onYoyo?: TweenOnYoyoCallback;
            onYoyoParams?: any[];
            paused?: boolean;
            persist?: boolean;
            props?: {
                [key: string]: string | number | GetEndCallback | TweenPropConfig;
            };
            repeat?: number;
            repeatDelay?: number;
            yoyo?: boolean;
            [key: string]: any;
        };
        tweenchain: {
            callbackScope?: any;
            completeDelay?: string
            | number
            | object
            | Function
            | any[];
            delay?: number | Function;
            duration?: number;
            ease?: string | Function;
            easeParams?: any[];
            flipX?: boolean;
            flipY?: boolean;
            hold?: number;
            interpolation?: string | Function;
            loop?: string | number | object | Function | any[];
            loopDelay?: string | number | object | Function | any[];
            onActive?: TweenOnActiveCallback;
            onActiveParams?: any[];
            onComplete?: TweenOnCompleteCallback;
            onCompleteParams?: any[];
            onLoop?: TweenOnLoopCallback;
            onLoopParams?: any[];
            onPause?: TweenOnPauseCallback;
            onPauseParams?: any[];
            onRepeat?: TweenOnRepeatCallback;
            onRepeatParams?: any[];
            onResume?: TweenOnResumeCallback;
            onResumeParams?: any[];
            onStart?: TweenOnStartCallback;
            onStartParams?: any[];
            onStop?: TweenOnStopCallback;
            onStopParams?: any[];
            onUpdate?: TweenOnUpdateCallback;
            onUpdateParams?: any[];
            onYoyo?: TweenOnYoyoCallback;
            onYoyoParams?: any[];
            paused?: boolean;
            persist?: boolean;
            props?: {
                [key: string]: string | number | GetEndCallback | TweenPropConfig;
            };
            repeat?: number;
            repeatDelay?: number;
            yoyo?: boolean;
            [key: string]: any;
        }[];
        visible: boolean;
        w: number;
        width: number;
        x: number;
        y: number;
        z: number;
    }

    Hierarchy (View Summary)

    Index

    Properties

    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.

    alphaBottomLeft: number

    The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaBottomRight: number

    The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaTopLeft: number

    The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaTopRight: number

    The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    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.

    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.

    customRenderNodes: object

    Customized WebGL render nodes of this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. A default set of RenderNodes are coded into the engine, but they will check here first to see if a custom one exists.

    defaultRenderNodes: object

    The default RenderNodes for this Game Object. RenderNodes are responsible for managing the rendering process of this Game Object. These are the nodes that are used if no custom ones are set.

    RenderNodes are identified by a unique key for their role.

    Common role keys include:

    • 'Submitter': responsible for running other node roles for each element.
    • 'Transformer': responsible for providing vertex coordinates for an element.
    • 'Texturer': responsible for handling textures for an element.
    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.

    displayOriginX: number

    The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

    displayOriginY: number

    The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

    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.

    duration?: number

    The duration of the path follow in ms. Must be > 0.

    flipX: boolean

    The horizontally flipped state of the Game Object.

    A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    flipY: boolean

    The vertically flipped state of the Game Object.

    A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

    frame: string | number
    from?: number

    The start position of the path follow, between 0 and 1. Must be less than to.

    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.

    isTinted: boolean

    Does this Game Object have a tint applied?

    It checks to see if the 4 tint properties are set to the value 0xffffff and that the tintFill property is false. This indicates that a Game Object isn't tinted.

    mask: GeometryMask

    The Mask this Game Object is using during render.

    origin: number
    originX: number

    The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object. Set this value with setOrigin().

    originY: number

    The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object. Set this value with setOrigin().

    path: Path

    The Path this PathFollower is following. It can only follow one Path at a time.

    positionOnPath?: boolean

    Whether to position the PathFollower on the Path using its path offset.

    renderNodeData: object

    An object to store render node specific data in, to be read by the render nodes this Game Object uses.

    Render nodes store their data under their own name, not their role.

    rotateToPath: boolean

    Should the PathFollower automatically rotate to point in the direction of the Path?

    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.

    rotationOffset?: number

    If the PathFollower is rotating to match the Path, this value is added to the rotation value. This allows you to rotate objects to a path but control the angle of the rotation as well.

    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.

    scrollFactor: number
    scrollFactorX: number

    The horizontal scroll factor of this Game Object.

    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.

    scrollFactorY: number

    The vertical scroll factor of this Game Object.

    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.

    startAt?: number

    Current start position of the path follow, must be between from and to.

    texture: string
    tint: number

    The tint value being applied to the whole of the Game Object. Return tintTopLeft when read this tint property.

    tintBottomLeft: number

    The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

    tintBottomRight: number

    The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

    tintFill: boolean

    The tint fill mode.

    false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

    tintTopLeft: number

    The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

    tintTopRight: number

    The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

    to?: number

    The end position of the path follow, between 0 and 1. Must be more than from.

    tween: {
        callbackScope?: any;
        completeDelay?: string | number | object | Function | any[];
        delay?: number | Function;
        duration?: number;
        ease?: string | Function;
        easeParams?: any[];
        flipX?: boolean;
        flipY?: boolean;
        hold?: number;
        interpolation?: string | Function;
        loop?: string | number | object | Function | any[];
        loopDelay?: string | number | object | Function | any[];
        onActive?: TweenOnActiveCallback;
        onActiveParams?: any[];
        onComplete?: TweenOnCompleteCallback;
        onCompleteParams?: any[];
        onLoop?: TweenOnLoopCallback;
        onLoopParams?: any[];
        onPause?: TweenOnPauseCallback;
        onPauseParams?: any[];
        onRepeat?: TweenOnRepeatCallback;
        onRepeatParams?: any[];
        onResume?: TweenOnResumeCallback;
        onResumeParams?: any[];
        onStart?: TweenOnStartCallback;
        onStartParams?: any[];
        onStop?: TweenOnStopCallback;
        onStopParams?: any[];
        onUpdate?: TweenOnUpdateCallback;
        onUpdateParams?: any[];
        onYoyo?: TweenOnYoyoCallback;
        onYoyoParams?: any[];
        paused?: boolean;
        persist?: boolean;
        props?: {
            [key: string]: string | number | GetEndCallback | TweenPropConfig;
        };
        repeat?: number;
        repeatDelay?: number;
        yoyo?: boolean;
        [key: string]: any;
    }

    Type Declaration

    • [key: string]: any
    • OptionalcallbackScope?: any

      The scope (or context) for all of the callbacks. The default scope is the tween.

    • OptionalcompleteDelay?: string | number | object | Function | any[]

      The time the tween will wait before the onComplete event is dispatched once it has completed, in ms.

    • Optionaldelay?: number | Function

      The number of milliseconds to delay before the tween will start.

    • Optionalduration?: number

      The duration of the tween in milliseconds.

    • Optionalease?: string | Function

      The easing equation to use for the tween.

    • OptionaleaseParams?: any[]

      Optional easing parameters.

    • OptionalflipX?: boolean

      Horizontally flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the flipX property.

    • OptionalflipY?: boolean

      Vertically flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the flipY property.

    • Optionalhold?: number

      The number of milliseconds to hold the tween for before yoyo'ing.

    • Optionalinterpolation?: string | Function

      The interpolation function to use if the value given is an array of numbers.

    • Optionalloop?: string | number | object | Function | any[]

      The number of times the tween will repeat. (A value of 1 means the tween will play twice, as it repeated once.) The first loop starts after every property in the tween has completed once.

    • OptionalloopDelay?: string | number | object | Function | any[]

      The time the tween will pause before starting either a yoyo or returning to the start for a repeat.

    • OptionalonActive?: TweenOnActiveCallback

      A function to call when the tween becomes active within the Tween Manager.

    • OptionalonActiveParams?: any[]

      Additional parameters to pass to onActive.

    • OptionalonComplete?: TweenOnCompleteCallback

      A function to call when the tween completes.

    • OptionalonCompleteParams?: any[]

      Additional parameters to pass to onComplete.

    • OptionalonLoop?: TweenOnLoopCallback

      A function to call each time the tween loops.

    • OptionalonLoopParams?: any[]

      Additional parameters to pass to onLoop.

    • OptionalonPause?: TweenOnPauseCallback

      A function to call when the tween is paused.

    • OptionalonPauseParams?: any[]

      Additional parameters to pass to onPause.

    • OptionalonRepeat?: TweenOnRepeatCallback

      A function to call each time a property tween repeats. Called once per property per target.

    • OptionalonRepeatParams?: any[]

      Additional parameters to pass to onRepeat.

    • OptionalonResume?: TweenOnResumeCallback

      A function to call when the tween is resumed after being paused.

    • OptionalonResumeParams?: any[]

      Additional parameters to pass to onResume.

    • OptionalonStart?: TweenOnStartCallback

      A function to call when the tween starts playback, after any delays have expired.

    • OptionalonStartParams?: any[]

      Additional parameters to pass to onStart.

    • OptionalonStop?: TweenOnStopCallback

      A function to call when the tween is stopped.

    • OptionalonStopParams?: any[]

      Additional parameters to pass to onStop.

    • OptionalonUpdate?: TweenOnUpdateCallback

      A function to call each time the tween steps. Called once per property per target.

    • OptionalonUpdateParams?: any[]

      Additional parameters to pass to onUpdate.

    • OptionalonYoyo?: TweenOnYoyoCallback

      A function to call each time a property tween yoyos. Called once per property per target.

    • OptionalonYoyoParams?: any[]

      Additional parameters to pass to onYoyo.

    • Optionalpaused?: boolean

      Does the tween start in a paused state (true) or playing (false)?

    • Optionalpersist?: boolean

      Will the Tween be automatically destroyed on completion, or retained for future playback?

    • Optionalprops?: { [key: string]: string | number | GetEndCallback | TweenPropConfig }

      The properties to tween.

    • Optionalrepeat?: number

      The number of times each property tween repeats.

    • OptionalrepeatDelay?: number

      The number of milliseconds to pause before a repeat.

    • Optionalyoyo?: boolean

      Should the tween complete, then reverse the values incrementally to get back to the starting tween values? The reverse tweening will also take duration milliseconds to complete.

    tweenchain: {
        callbackScope?: any;
        completeDelay?: string | number | object | Function | any[];
        delay?: number | Function;
        duration?: number;
        ease?: string | Function;
        easeParams?: any[];
        flipX?: boolean;
        flipY?: boolean;
        hold?: number;
        interpolation?: string | Function;
        loop?: string | number | object | Function | any[];
        loopDelay?: string | number | object | Function | any[];
        onActive?: TweenOnActiveCallback;
        onActiveParams?: any[];
        onComplete?: TweenOnCompleteCallback;
        onCompleteParams?: any[];
        onLoop?: TweenOnLoopCallback;
        onLoopParams?: any[];
        onPause?: TweenOnPauseCallback;
        onPauseParams?: any[];
        onRepeat?: TweenOnRepeatCallback;
        onRepeatParams?: any[];
        onResume?: TweenOnResumeCallback;
        onResumeParams?: any[];
        onStart?: TweenOnStartCallback;
        onStartParams?: any[];
        onStop?: TweenOnStopCallback;
        onStopParams?: any[];
        onUpdate?: TweenOnUpdateCallback;
        onUpdateParams?: any[];
        onYoyo?: TweenOnYoyoCallback;
        onYoyoParams?: any[];
        paused?: boolean;
        persist?: boolean;
        props?: {
            [key: string]: string | number | GetEndCallback | TweenPropConfig;
        };
        repeat?: number;
        repeatDelay?: number;
        yoyo?: boolean;
        [key: string]: any;
    }[]

    Type Declaration

    • [key: string]: any
    • OptionalcallbackScope?: any

      The scope (or context) for all of the callbacks. The default scope is the tween.

    • OptionalcompleteDelay?: string | number | object | Function | any[]

      The time the tween will wait before the onComplete event is dispatched once it has completed, in ms.

    • Optionaldelay?: number | Function

      The number of milliseconds to delay before the tween will start.

    • Optionalduration?: number

      The duration of the tween in milliseconds.

    • Optionalease?: string | Function

      The easing equation to use for the tween.

    • OptionaleaseParams?: any[]

      Optional easing parameters.

    • OptionalflipX?: boolean

      Horizontally flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the flipX property.

    • OptionalflipY?: boolean

      Vertically flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the flipY property.

    • Optionalhold?: number

      The number of milliseconds to hold the tween for before yoyo'ing.

    • Optionalinterpolation?: string | Function

      The interpolation function to use if the value given is an array of numbers.

    • Optionalloop?: string | number | object | Function | any[]

      The number of times the tween will repeat. (A value of 1 means the tween will play twice, as it repeated once.) The first loop starts after every property in the tween has completed once.

    • OptionalloopDelay?: string | number | object | Function | any[]

      The time the tween will pause before starting either a yoyo or returning to the start for a repeat.

    • OptionalonActive?: TweenOnActiveCallback

      A function to call when the tween becomes active within the Tween Manager.

    • OptionalonActiveParams?: any[]

      Additional parameters to pass to onActive.

    • OptionalonComplete?: TweenOnCompleteCallback

      A function to call when the tween completes.

    • OptionalonCompleteParams?: any[]

      Additional parameters to pass to onComplete.

    • OptionalonLoop?: TweenOnLoopCallback

      A function to call each time the tween loops.

    • OptionalonLoopParams?: any[]

      Additional parameters to pass to onLoop.

    • OptionalonPause?: TweenOnPauseCallback

      A function to call when the tween is paused.

    • OptionalonPauseParams?: any[]

      Additional parameters to pass to onPause.

    • OptionalonRepeat?: TweenOnRepeatCallback

      A function to call each time a property tween repeats. Called once per property per target.

    • OptionalonRepeatParams?: any[]

      Additional parameters to pass to onRepeat.

    • OptionalonResume?: TweenOnResumeCallback

      A function to call when the tween is resumed after being paused.

    • OptionalonResumeParams?: any[]

      Additional parameters to pass to onResume.

    • OptionalonStart?: TweenOnStartCallback

      A function to call when the tween starts playback, after any delays have expired.

    • OptionalonStartParams?: any[]

      Additional parameters to pass to onStart.

    • OptionalonStop?: TweenOnStopCallback

      A function to call when the tween is stopped.

    • OptionalonStopParams?: any[]

      Additional parameters to pass to onStop.

    • OptionalonUpdate?: TweenOnUpdateCallback

      A function to call each time the tween steps. Called once per property per target.

    • OptionalonUpdateParams?: any[]

      Additional parameters to pass to onUpdate.

    • OptionalonYoyo?: TweenOnYoyoCallback

      A function to call each time a property tween yoyos. Called once per property per target.

    • OptionalonYoyoParams?: any[]

      Additional parameters to pass to onYoyo.

    • Optionalpaused?: boolean

      Does the tween start in a paused state (true) or playing (false)?

    • Optionalpersist?: boolean

      Will the Tween be automatically destroyed on completion, or retained for future playback?

    • Optionalprops?: { [key: string]: string | number | GetEndCallback | TweenPropConfig }

      The properties to tween.

    • Optionalrepeat?: number

      The number of times each property tween repeats.

    • OptionalrepeatDelay?: number

      The number of milliseconds to pause before a repeat.

    • Optionalyoyo?: boolean

      Should the tween complete, then reverse the values incrementally to get back to the starting tween values? The reverse tweening will also take duration milliseconds to complete.

    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.