Phaser API Documentation

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draw(entries, [x], [y], [alpha], [tint])

Description:

Draws the given object, or an array of objects, to this Render Texture.

It can accept any of the following:

  • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
  • Tilemap Layers.
  • A Group. The contents of which will be iterated and drawn in turn.
  • A Container. The contents of which will be iterated fully, and drawn in turn.
  • A Scene's Display List. Pass in Scene.children to draw the whole list.
  • Another Render Texture.
  • A Texture Frame instance.
  • A string. This is used to look-up a texture from the Texture Manager.

Note: You cannot draw a Render Texture to itself.

If passing in a Group or Container it will only draw children that return true when their willRender() method is called. I.e. a Container with 10 children, 5 of which have visible=false will only draw the 5 visible ones.

If passing in an array of Game Objects it will draw them all, regardless if they pass a willRender check or not.

You can pass in a string in which case it will look for a texture in the Texture Manager matching that string, and draw the base frame. If you need to specify exactly which frame to draw then use the method drawFrame instead.

You can pass in the x and y coordinates to draw the objects at. The use of the coordinates differ based on what objects are being drawn. If the object is a Group, Container or Display List, the coordinates are added to the positions of the children. For all other types of object, the coordinates are exact.

The alpha and tint values are only used by Texture Frames. Game Objects use their own alpha and tint values when being drawn.

Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.

Parameters:

name type arguments description
entries any

Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.

x number <optional>

The x position to draw the Frame at, or the offset applied to the object.

y number <optional>

The y position to draw the Frame at, or the offset applied to the object.

alpha number <optional>

The alpha value. Only used for Texture Frames and if not specified defaults to the globalAlpha property. Game Objects use their own current alpha value.

tint number <optional>

WebGL only. The tint color value. Only used for Texture Frames and if not specified defaults to the globalTint property. Game Objects use their own current tint value.

Returns:
Description:

This Render Texture instance.