A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and
render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game | Phaser.Game | Current game instance. | ||
width | number | <optional> | 100 | The width of the render texture. |
height | number | <optional> | 100 | The height of the render texture. |
key | string | <optional> | '' | The key of the RenderTexture in the Cache, if stored there. |
scaleMode | number | <optional> | Phaser.scaleModes.DEFAULT | One of the Phaser.scaleModes consts. |
resolution | number | <optional> | 1 | The resolution of the texture being generated. |
The base texture object that this texture uses
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
The framing rectangle of the render texture
A reference to the currently running game.
The height of the render texture
Is this a tiling texture? As used by the likes of a TilingSprite.
The key of the RenderTexture in the Cache, if stored there.
Does this Texture have any frame data assigned to it?
The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
This will let a renderer know that a tinted parent has updated its texture.
This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
The Resolution of the texture.
The texture trim data.
Base Phaser object type.
The with of the render texture
Clears the RenderTexture.
Destroys this texture
Name | Type | Description |
---|---|---|
destroyBase | Boolean | Whether to destroy the base texture as well |
Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
A base64 encoded string of the texture.
Creates a Canvas element, renders this RenderTexture to it and then returns it.
A Canvas element with the texture rendered on.
Will return a HTML Image of the texture
This function will draw the display object to the RenderTexture.
In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.
This is now a Matrix allowing you much more control over how the Display Object is rendered.
If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
pass null
, leave it undefined or pass displayObject.worldTransform
as the matrix value.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
matrix | Phaser.Matrix | <optional> | Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object. | |
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
This function will draw the display object to the RenderTexture at the given coordinates.
When the display object is drawn it doesn't take into account scale, rotation or translation.
If you need those then use RenderTexture.renderXY instead.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
x | number | The x position to render the object at. | ||
y | number | The y position to render the object at. | ||
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
This function will draw the display object to the RenderTexture at the given coordinates.
When the display object is drawn it takes into account scale and rotation.
If you don't want those then use RenderTexture.renderRawXY instead.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
x | number | The x position to render the object at. | ||
y | number | The y position to render the object at. | ||
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
Resizes the RenderTexture.
Name | Type | Description |
---|---|---|
width | Number | The width to resize to. |
height | Number | The height to resize to. |
updateBase | Boolean | Should the baseTexture.width and height values be resized as well? |
Specifies the region of the baseTexture that this texture will use.
Name | Type | Description |
---|---|---|
frame | Rectangle | The frame of the texture to set it to |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.RenderTexture.html