A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
const t = this.textures.addDynamicTexture('player', 64, 128);
// draw objects to t
this.add.sprite(x, y, 'player');
Because this is a standard Texture within Phaser, you can add frames to it, meaning you can use it to generate sprite sheets, texture atlases or tile sets.
Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it, create your shape as a texture in an art package, then draw that to this texture.
Based on the assumption that you will be using this Dynamic Texture as a source for Sprites, it will
automatically invert any drawing done to it on the y axis. If you do not require this, please call the
setIsSpriteTexture()
method and pass it false
as its parameter. Do this before you start drawing
to this texture, otherwise you will get vertically inverted frames under WebGL. This isn't required
for Canvas.
new DynamicTexture(manager, key, [width], [height])
name | type | arguments | Default | description |
---|---|---|---|---|
manager | Phaser.Textures.TextureManager |
A reference to the Texture Manager this Texture belongs to. |
||
key | string |
The unique string-based key of this Texture. |
||
width | number | <optional> | 256 |
The width of this Dymamic Texture in pixels. Defaults to 256 x 256. |
height | number | <optional> | 256 |
The height of this Dymamic Texture in pixels. Defaults to 256 x 256. |
An internal Camera that can be used to move around this Dynamic Texture.
Control it just like you would any Scene Camera. The difference is that it only impacts the placement of Game Objects (not textures) that you then draw to this texture.
You can scroll, zoom and rotate this Camera.
A reference to the Rendering Context belonging to the Canvas Element this Dynamic Texture is drawing to.
The 2D Canvas Rendering Context.
Any additional data that was set in the source JSON (if any), or any extra data you'd like to store relating to this texture
An array of TextureSource data instances. Used to store additional data images, such as normal maps or specular maps.
Is this Dynamic Texture dirty or not? If not it won't spend time clearing or filling itself.
The name of the first frame of the Texture.
The total number of Frames in this Texture, including the __BASE
frame.
A Texture will always contain at least 1 frame because every Texture contains a __BASE
frame by default,
in addition to any extra frames that have been added to it, such as when parsing a Sprite Sheet or Texture Atlas.
A key-value object pair associating the unique Frame keys with the Frames objects.
The height of this Dynamic Texture.
Treat this property as read-only. Use the setSize
method to change the size.
This flag is set to 'true' during beginDraw
and reset to 'falsein
endDraw`,
allowing you to determine if this Dynamic Texture is batch drawing, or not.
Is this Dynamic Texture being used as the base texture for a Sprite Game Object?
This is enabled by default, as we expect that will be the core use for Dynamic Textures.
However, to disable it, call RenderTexture.setIsSpriteTexture(false)
.
You should do this before drawing to this texture, so that it correctly inverses the frames for WebGL rendering. Not doing so will result in vertically flipped frames.
This property is used in the endDraw
method.
The unique string-based key of this Texture.
A reference to the Texture Manager this Texture belongs to.
A reference to the WebGL Single Pipeline.
This property remains null
under Canvas.
The Render Target that belongs to this Dynamic Texture.
A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.
This property remains null
under Canvas.
A reference to either the Canvas or WebGL Renderer that the Game instance is using.
An array of TextureSource instances. These are unique to this Texture and contain the actual Image (or Canvas) data.
The internal data type of this object.
The width of this Dynamic Texture.
Treat this property as read-only. Use the setSize
method to change the size.
Adds a new Frame to this Texture.
A Frame is a rectangular region of a TextureSource with a unique index or string-based key.
The name given must be unique within this Texture. If it already exists, this method will return null
.
name | type | description |
---|---|---|
name | number | string |
The name of this Frame. The name is unique within the Texture. |
sourceIndex | number |
The index of the TextureSource that this Frame is a part of. |
x | number |
The x coordinate of the top-left of this Frame. |
y | number |
The y coordinate of the top-left of this Frame. |
width | number |
The width of this Frame. |
height | number |
The height of this Frame. |
The Frame that was added to this Texture, or null
if the given name already exists.
Use this method if you have already called beginDraw
and need to batch
draw a large number of objects to this Dynamic Texture.
This method batches the drawing of the given objects to this texture, without causing a WebGL bind or batch flush for each one.
It is faster than calling draw
, but you must be careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of objects it's much safer and easier to use the draw
method instead.
The flow should be:
// Call once:
DynamicTexture.beginDraw();
// repeat n times:
DynamicTexture.batchDraw();
// or
DynamicTexture.batchDrawFrame();
// Call once:
DynamicTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Dynamic Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the DynamicTexture.isDrawing
boolean property to tell if a batch is
currently open, or not.
This method can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot draw a Dynamic 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.
name | type | arguments | Default | description |
---|---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, other Dynamic or Texture, Texture Frame or an array of any of these. |
||
x | number | <optional> | 0 |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> | 0 |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Dynamic Texture instance.
Use this method if you have already called beginDraw
and need to batch
draw a large number of texture frames to this Dynamic Texture.
This method batches the drawing of the given frames to this Dynamic Texture, without causing a WebGL bind or batch flush for each one.
It is faster than calling drawFrame
, but you must be careful to manage the
flow of code and remember to call endDraw()
. If you don't need to draw large
numbers of frames it's much safer and easier to use the drawFrame
method instead.
The flow should be:
// Call once:
DynamicTexture.beginDraw();
// repeat n times:
DynamicTexture.batchDraw();
// or
DynamicTexture.batchDrawFrame();
// Call once:
DynamicTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Dynamic Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the DynamicTexture.isDrawing
boolean property to tell if a batch is
currently open, or not.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. |
|
x | number | <optional> | 0 |
The x position to draw the frame at. |
y | number | <optional> | 0 |
The y position to draw the frame at. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Dynamic Texture instance.
Use this method if you need to batch draw a large number of Game Objects to this Dynamic Texture in a single pass, or on a frequent basis. This is especially useful under WebGL, however, if your game is using Canvas only, it will not make any speed difference in that situation.
This method starts the beginning of a batched draw, unless one is already open.
Batched drawing is faster than calling draw
in loop, but you must be careful
to manage the flow of code and remember to call endDraw()
when you're finished.
If you don't need to draw large numbers of objects it's much safer and easier
to use the draw
method instead.
The flow should be:
// Call once:
DynamicTexture.beginDraw();
// repeat n times:
DynamicTexture.batchDraw();
// or
DynamicTexture.batchDrawFrame();
// Call once:
DynamicTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Dynamic Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the DynamicTexture.isDrawing
boolean property to tell if a batch is
currently open, or not.
This Dynamic Texture instance.
Clears a portion or everything from this Dynamic Texture by erasing it and resetting it back to
a blank, transparent, texture. To clear an area, specify the x
, y
, width
and height
.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | 0 |
The left coordinate of the fill rectangle. |
y | number | <optional> | 0 |
The top coordinate of the fill rectangle. |
width | number | <optional> | this.width |
The width of the fill rectangle. |
height | number | <optional> | this.height |
The height of the fill rectangle. |
This Dynamic Texture instance.
Destroys this Texture and releases references to its sources and frames.
Draws the given object, or an array of objects, to this Dynamic Texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note 1: You cannot draw a Dynamic Texture to itself.
Note 2: For Game Objects that have Post FX Pipelines, the pipeline cannot be used when drawn to this texture.
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.
If you are not planning on using this Dynamic Texture as a base texture for Sprite
Game Objects, then you should set DynamicTexture.isSpriteTexture = false
before
calling this method, otherwise you will get vertically inverted frames in WebGL.
name | type | arguments | Default | 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> | 0 |
The x position to draw the Frame at, or the offset applied to the object. |
y | number | <optional> | 0 |
The y position to draw the Frame at, or the offset applied to the object. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. |
This Dynamic Texture instance.
Draws the Texture Frame to the Render Texture at the given position.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
var rt = this.add.renderTexture(0, 0, 800, 600);
rt.drawFrame(key, frame);
You can optionally provide a position, alpha and tint value to apply to the frame before it is drawn.
Calling this method will cause a batch flush, so if you've got a stack of things to draw
in a tight loop, try using the draw
method instead.
If you need to draw a Sprite to this Render Texture, use the draw
method instead.
If you are not planning on using this Dynamic Texture as a base texture for Sprite
Game Objects, then you should set DynamicTexture.isSpriteTexture = false
before
calling this method, otherwise you will get vertically inverted frames in WebGL.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
|
x | number | <optional> | 0 |
The x position to draw the frame at. |
y | number | <optional> | 0 |
The y position to draw the frame at. |
alpha | number | <optional> | 1 |
The alpha value. Only used when drawing Texture Frames to this texture. |
tint | number | <optional> | 0xffffff |
The tint color value. Only used when drawing Texture Frames to this texture. WebGL only. |
This Dynamic Texture instance.
Use this method to finish batch drawing to this Dynamic Texture.
Doing so will stop the WebGL Renderer from capturing draws and then blit the framebuffer to the Render Target owned by this texture.
Calling this method without first calling beginDraw
will have no effect.
Batch drawing is faster than calling draw
, but you must be careful to manage the
flow of code and remember to call endDraw()
when you're finished.
If you don't need to draw large numbers of objects it's much safer and easier
to use the draw
method instead.
The flow should be:
// Call once:
DynamicTexture.beginDraw();
// repeat n times:
DynamicTexture.batchDraw();
// or
DynamicTexture.batchDrawFrame();
// Call once:
DynamicTexture.endDraw();
Do not call any methods other than batchDraw
, batchDrawFrame
, or endDraw
once you
have started a batch. Also, be very careful not to destroy this Dynamic Texture while the
batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
You can use the DynamicTexture.isDrawing
boolean property to tell if a batch is
currently open, or not.
name | type | arguments | Default | description |
---|---|---|---|---|
erase | boolean | <optional> | false |
Draws all objects in this batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn. |
This Dynamic Texture instance.
Draws the given object, or an array of objects, to this Dynamic Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels present in the objects from this texture.
It can accept any of the following:
Scene.children
to draw the whole list.Note: You cannot erase a Dynamic Texture from 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.
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.
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.
If you are not planning on using this Dynamic Texture as a base texture for Sprite
Game Objects, then you should set DynamicTexture.isSpriteTexture = false
before
calling this method, otherwise you will get vertically inverted frames in WebGL.
name | type | arguments | description |
---|---|---|---|
entries | any |
Any renderable Game Object, or Group, Container, Display List, 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. |
This Dynamic Texture instance.
Fills this Dynamic Texture with the given color.
By default it will fill the entire texture, however you can set it to fill a specific rectangular area by using the x, y, width and height arguments.
The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.
name | type | arguments | Default | description |
---|---|---|---|---|
rgb | number |
The color to fill this Dynamic Texture with, such as 0xff0000 for red. |
||
alpha | number | <optional> | 1 |
The alpha value used by the fill. |
x | number | <optional> | 0 |
The left coordinate of the fill rectangle. |
y | number | <optional> | 0 |
The top coordinate of the fill rectangle. |
width | number | <optional> | this.width |
The width of the fill rectangle. |
height | number | <optional> | this.height |
The height of the fill rectangle. |
This Dynamic Texture instance.
Gets a Frame from this Texture based on either the key or the index of the Frame.
In a Texture Atlas Frames are typically referenced by a key. In a Sprite Sheet Frames are referenced by an index. Passing no value for the name returns the base texture.
name | type | arguments | description |
---|---|---|---|
name | string | number | <optional> |
The string-based name, or integer based index, of the Frame to get from this Texture. |
The Texture Frame.
Given a Frame name, return the data source image it uses to render with. You can use this to get the normal map for an image for example.
This will return the actual DOM Image.
name | type | arguments | description |
---|---|---|---|
name | string | number | <optional> |
The string-based name, or integer based index, of the Frame to get from this Texture. |
The DOM Image or Canvas Element.
Based on the given Texture Source Index, this method will get all of the Frames using that source and then work out the bounds that they encompass, returning them in an object.
This is useful if this Texture is, for example, a sprite sheet within an Atlas, and you need to know the total bounds of the sprite sheet.
name | type | arguments | description |
---|---|---|---|
sourceIndex | number | <optional> |
The index of the TextureSource to get the Frame bounds from. |
An object containing the bounds of the Frames using the given Texture Source Index.
Returns an array with all of the names of the Frames in this Texture.
Useful if you want to randomly assign a Frame to a Game Object, as you can pick a random element from the returned array.
name | type | arguments | Default | description |
---|---|---|---|---|
includeBase | boolean | <optional> | false |
Include the |
An array of all Frame names in this Texture.
Returns an array of all the Frames in the given TextureSource.
name | type | arguments | Default | description |
---|---|---|---|---|
sourceIndex | number |
The index of the TextureSource to get the Frames from. |
||
includeBase | boolean | <optional> | false |
Include the |
An array of Texture Frames.
Given a Frame name, return the source image it uses to render with.
This will return the actual DOM Image or Canvas element.
name | type | arguments | description |
---|---|---|---|
name | string | number | <optional> |
The string-based name, or integer based index, of the Frame to get from this Texture. |
The DOM Image, Canvas Element or Render Texture.
Takes the given TextureSource and returns the index of it within this Texture. If it's not in this Texture, it returns -1. Unless this Texture has multiple TextureSources, such as with a multi-atlas, this method will always return zero or -1.
name | type | description |
---|---|---|
source | Phaser.Textures.TextureSource |
The TextureSource to check. |
The index of the TextureSource within this Texture, or -1 if not in this Texture.
Returns the underlying WebGLTextureWrapper, if not running in Canvas mode.
The underlying WebGLTextureWrapper, if not running in Canvas mode.
Checks to see if a Frame matching the given key exists within this Texture.
name | type | description |
---|---|---|
name | string |
The key of the Frame to check for. |
True if a Frame with the matching key exists in this Texture.
Removes the given Frame from this Texture. The Frame is destroyed immediately.
Any Game Objects using this Frame should stop using it before you remove it, as it does not happen automatically.
name | type | description |
---|---|---|
name | string |
The key of the Frame to remove. |
True if a Frame with the matching key was removed from this Texture.
This is a NOOP method. Bitmap Masks are not supported by the Canvas Renderer.
name | type | description |
---|---|---|
renderer | Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer |
The Canvas Renderer which would be rendered to. |
mask | Phaser.GameObjects.GameObject |
The masked Game Object which would be rendered. |
camera | Phaser.Cameras.Scene2D.Camera |
The Camera to render to. |
Renders this Dynamic Texture onto the Stamp Game Object as a BitmapMask.
name | type | description |
---|---|---|
renderer | Phaser.Renderer.WebGL.WebGLRenderer |
A reference to the current active WebGL renderer. |
src | Phaser.GameObjects.Image |
The Game Object being rendered in this call. |
camera | Phaser.Cameras.Scene2D.Camera |
The Camera that is rendering the Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix |
This transform matrix is defined if the game object is nested |
Takes the given Texture Frame and draws it to this Dynamic Texture as a fill pattern, i.e. in a grid-layout based on the frame dimensions.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, width, height, alpha and tint value to apply to the frames before they are drawn. The position controls the top-left where the repeating fill will start from. The width and height control the size of the filled area.
The position can be negative if required, but the dimensions cannot.
Calling this method will cause a batch flush by default. Use the skipBatch
argument
to disable this if this call is part of a larger batch draw.
If you are not planning on using this Dynamic Texture as a base texture for Sprite
Game Objects, then you should set DynamicTexture.isSpriteTexture = false
before
calling this method, otherwise you will get vertically inverted frames in WebGL.
name | type | arguments | Default | description |
---|---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
||
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
|
x | number | <optional> | 0 |
The x position to start drawing the frames from (can be negative to offset). |
y | number | <optional> | 0 |
The y position to start drawing the frames from (can be negative to offset). |
width | number | <optional> | this.width |
The width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture. |
height | number | <optional> | this.height |
The height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture. |
alpha | number | <optional> | 1 |
The alpha to use. Defaults to 1, no alpha. |
tint | number | <optional> | 0xffffff |
WebGL only. The tint color to use. Leave as undefined, or 0xffffff to have no tint. |
skipBatch | boolean | <optional> | false |
Skip beginning and ending a batch with this call. Use if this is part of a bigger batched draw. |
This Dynamic Texture instance.
Adds a data source image to this Texture.
An example of a data source image would be a normal map, where all of the Frames for this Texture equally apply to the normal map.
name | type | description |
---|---|---|
data | HTMLImageElement | HTMLCanvasElement | Array.<HTMLImageElement> | Array.<HTMLCanvasElement> |
The source image. |
Sets the Filter Mode for this Texture.
The mode can be either Linear, the default, or Nearest.
For pixel-art you should use Nearest.
The mode applies to the entire Texture, not just a specific Frame of it.
name | type | description |
---|---|---|
filterMode | Phaser.Textures.FilterMode |
The Filter Mode. |
Links the WebGL Textures used by this Dynamic Texture to its Render Target.
This method is called internally by the Dynamic Texture when it is first created, or if you change its size.
This Dynamic Texture instance.
If you are planning on using this Render Texture as a base texture for Sprite
Game Objects, then you should call this method with a value of true
before
drawing anything to it, otherwise you will get inverted frames in WebGL.
name | type | description |
---|---|---|
value | boolean |
Is this Render Target being used as a Sprite Texture, or not? |
This Dynamic Texture instance.
Resizes this Dynamic Texture to the new dimensions given.
In WebGL it will destroy and then re-create the frame buffer being used by this Dynamic Texture. In Canvas it will resize the underlying canvas DOM element.
Both approaches will erase everything currently drawn to this texture.
If the dimensions given are the same as those already being used, calling this method will do nothing.
name | type | arguments | Default | description |
---|---|---|---|---|
width | number |
The new width of this Dynamic Texture. |
||
height | number | <optional> | width |
The new height of this Dynamic Texture. If not specified, will be set the same as the |
This Dynamic Texture.
Takes a snapshot of the whole of this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture a portion of this Dynamic Texture see the snapshotArea
method.
To capture just a specific pixel, see the snapshotPixel
method.
Snapshots work by using the WebGL readPixels
feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Dynamic Texture has, so please be careful how you employ this in your game.
name | type | arguments | Default | description |
---|---|---|---|---|
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot image is created. |
||
type | string | <optional> | 'image/png' |
The format of the image to create, usually |
encoderOptions | number | <optional> | 0.92 |
The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
This Dynamic Texture instance.
Takes a snapshot of the given area of this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Dynamic Texture see the snapshot
method.
To capture just a specific pixel, see the snapshotPixel
method.
Snapshots work by using the WebGL readPixels
feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Dynamic Texture has, so please be careful how you employ this in your game.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number |
The x coordinate to grab from. |
||
y | number |
The y coordinate to grab from. |
||
width | number |
The width of the area to grab. |
||
height | number |
The height of the area to grab. |
||
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot image is created. |
||
type | string | <optional> | 'image/png' |
The format of the image to create, usually |
encoderOptions | number | <optional> | 0.92 |
The image quality, between 0 and 1. Used for image formats with lossy compression, such as |
This Dynamic Texture instance.
Takes a snapshot of the given pixel from this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Dynamic Texture see the snapshot
method.
To capture a portion of this Dynamic Texture see the snapshotArea
method.
Unlike the two other snapshot methods, this one will send your callback a Color
object
containing the color data for the requested pixel. It doesn't need to create an internal
Canvas or Image object, so is a lot faster to execute, using less memory than the other snapshot methods.
name | type | description |
---|---|---|
x | number |
The x coordinate of the pixel to get. |
y | number |
The y coordinate of the pixel to get. |
callback | Phaser.Types.Renderer.Snapshot.SnapshotCallback |
The Function to invoke after the snapshot pixel data is extracted. |
This Dynamic Texture instance.
Takes the given texture key and frame and then stamps it at the given x and y coordinates. You can use the optional 'config' argument to provide lots more options about how the stamp is applied, including the alpha, tint, angle, scale and origin.
By default, the frame will stamp on the x/y coordinates based on its center.
If you wish to stamp from the top-left, set the config originX
and
originY
properties both to zero.
name | type | arguments | description |
---|---|---|---|
key | string |
The key of the texture to be used, as stored in the Texture Manager. |
|
frame | string | number | <optional> |
The name or index of the frame within the Texture. Set to |
x | number | <optional> |
The x position to draw the frame at. |
y | number | <optional> |
The y position to draw the frame at. |
config | Phaser.Types.Textures.StampConfig | <optional> |
The stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp. |
This Dynamic Texture instance.