Phaser. RenderTexture

new RenderTexture(game, width, height, key, scaleMode, resolution)

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.

Parameters:
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.

Source - gameobjects/RenderTexture.js, line 21

Extends

Members

baseTexture :BaseTexture

The base texture object that this texture uses

Source - gameobjects/RenderTexture.js, line 66

crop :Rectangle

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)

Inherited From:
Source - pixi/textures/Texture.js, line 127

frame :Rectangle

The frame specifies the region of the base texture that this texture uses

Inherited From:
Source - pixi/textures/Texture.js, line 54

game :Phaser.Game

A reference to the currently running game.

Source - gameobjects/RenderTexture.js, line 34

height :Number

The height of the Texture in pixels.

Inherited From:
Source - pixi/textures/Texture.js, line 119

isTiling :Boolean

Is this a tiling texture? As used by the likes of a TilingSprite.

Inherited From:
Source - pixi/textures/Texture.js, line 78

key :string

The key of the RenderTexture in the Cache, if stored there.

Source - gameobjects/RenderTexture.js, line 39

noFrame :Boolean

Does this Texture have any frame data assigned to it?

Inherited From:
Source - pixi/textures/Texture.js, line 27

renderer :CanvasRenderer|WebGLRenderer

The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.

Type:
  • CanvasRenderer | WebGLRenderer
Source - gameobjects/RenderTexture.js, line 84

requiresReTint :Boolean

This will let a renderer know that a tinted parent has updated its texture.

Inherited From:
Source - pixi/textures/Texture.js, line 94

requiresUpdate :Boolean

This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)

Inherited From:
Source - pixi/textures/Texture.js, line 86

rotated :Boolean

A flag that controls if this frame is rotated or not.
Rotation allows you to use rotated frames in texture atlas packing, it has nothing to do with
Sprite rotation.

Inherited From:
Source - pixi/textures/Texture.js, line 136

trim :Rectangle

The texture trim data.

Inherited From:
Source - pixi/textures/Texture.js, line 62

type :number

Base Phaser object type.

Source - gameobjects/RenderTexture.js, line 44

valid :Boolean

Source - gameobjects/RenderTexture.js, line 107

width :Number

The width of the Texture in pixels.

Inherited From:
Source - pixi/textures/Texture.js, line 111

Methods

clear()

Clears the RenderTexture.

Source - gameobjects/RenderTexture.js, line 258

destroy(destroyBase)

Destroys this texture

Parameters:
Name Type Description
destroyBase Boolean

Whether to destroy the base texture as well

Inherited From:
Source - pixi/textures/Texture.js, line 174

getBase64() → {String}

Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.

Returns:
String -

A base64 encoded string of the texture.

Source - gameobjects/RenderTexture.js, line 399

getCanvas() → {HTMLCanvasElement}

Creates a Canvas element, renders this RenderTexture to it and then returns it.

Returns:
HTMLCanvasElement -

A Canvas element with the texture rendered on.

Source - gameobjects/RenderTexture.js, line 411

getImage() → {Image}

Will return a HTML Image of the texture

Returns:
Image -
Source - gameobjects/RenderTexture.js, line 384

render(displayObject, matrix, clear)

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.

Parameters:
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.

Source - gameobjects/RenderTexture.js, line 178

renderRawXY(displayObject, x, y, clear)

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.

Parameters:
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.

Source - gameobjects/RenderTexture.js, line 150

renderXY(displayObject, x, y, clear)

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.

Parameters:
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.

Source - gameobjects/RenderTexture.js, line 118

resize(width, height, updateBase)

Resizes the RenderTexture.

Parameters:
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?

Source - gameobjects/RenderTexture.js, line 215

setFrame(frame)

Specifies the region of the baseTexture that this texture will use.

Parameters:
Name Type Description
frame Rectangle

The frame of the texture to set it to

Inherited From:
Source - pixi/textures/Texture.js, line 187
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.3 on Tue Dec 06 2016 23:49:03 GMT+0000 (GMT Standard Time) using the DocStrap template.