var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('mushroom', 'assets/sprites/mushroom2.png'); } var mushroom; var texture; var image; function create() { texture = game.add.renderTexture('mousetrail', 800, 600); // We create a sprite (rather than using the factory) so it doesn't get added to the display, as we only need its texture data. mushroom = new Phaser.Sprite(game, 0, 0, 'mushroom'); mushroom.anchor.setTo(0.5, 0.5); // This is the sprite that is drawn to the display. We've given it the renderTexture as its texture. image = game.add.image(0, 0, texture); game.input.onDown.add(tint, this); } function tint() { image.tint = Math.random() * 0xFFFFFF; } function update() { if (!game.input.activePointer.position.isZero()) { // Here we draw the mushroom sprite to the renderTexture at the pointer coordinates. // The 'false' parameter 2nd from the end tells it not to clear itself, causing the trail effect you see. texture.render(mushroom, game.input.activePointer.position, false); } } function render() { }