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< h1 class = "page-title" > Source: gameobjects/RenderTexture.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* 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.
*
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* @class Phaser.RenderTexture
* @constructor
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* @extends PIXI.RenderTexture
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the render texture.
* @param {number} [height=100] - The height of the render texture.
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* @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.
* @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.
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* @param {number} [resolution=1] - The resolution of the texture being generated.
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*/
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Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution) {
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if (typeof key === 'undefined') { key = ''; }
if (typeof scaleMode === 'undefined') { scaleMode = Phaser.scaleModes.DEFAULT; }
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if (typeof resolution === 'undefined') { resolution = 1; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
this.game = game;
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/**
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* @property {string} key - The key of the RenderTexture in the Cache, if stored there.
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*/
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this.key = key;
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/**
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* @property {number} type - Base Phaser object type.
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*/
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this.type = Phaser.RENDERTEXTURE;
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/**
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* @property {PIXI.Matrix} matrix - The matrix that is applied when display objects are rendered to this RenderTexture.
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*/
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this.matrix = new PIXI.Matrix();
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PIXI.RenderTexture.call(this, width, height, this.game.renderer, scaleMode, resolution);
this.render = Phaser.RenderTexture.prototype.render;
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};
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Phaser.RenderTexture.prototype = Object.create(PIXI.RenderTexture.prototype);
Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
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/**
* This function will draw the display object to the texture.
*
* @method Phaser.RenderTexture.prototype.renderXY
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject The display object to render to this texture.
* @param {number} x - The x position to render the object at.
* @param {number} y - The y position to render the object at.
* @param {boolean} clear - If true the texture will be cleared before the display object is drawn.
*/
Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear) {
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this.matrix.tx = x;
this.matrix.ty = y;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
this.renderWebGL(displayObject, this.matrix, clear);
}
else
{
this.renderCanvas(displayObject, this.matrix, clear);
}
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};
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/**
* This function will draw the display object to the texture.
*
* @method Phaser.RenderTexture.prototype.render
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject The display object to render to this texture.
* @param {Phaser.Point} position - A Point object containing the position to render the display object at.
* @param {boolean} clear - If true the texture will be cleared before the display object is drawn.
*/
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Phaser.RenderTexture.prototype.render = function (displayObject, position, clear) {
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this.matrix.tx = position.x;
this.matrix.ty = position.y;
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
this.renderWebGL(displayObject, this.matrix, clear);
}
else
{
this.renderCanvas(displayObject, this.matrix, clear);
}
};
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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