var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('ball', 'assets/sprites/pangball.png'); } var ball; var texture; function create() { // Here we'll create a renderTexture the same size as our game texture = game.add.renderTexture('mousetrail', 800, 600); // This is the sprite that will be drawn to the texture, we set it to visible false as we only need its texture data ball = game.add.sprite(0, 0, 'ball'); ball.visible = false; ball.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. game.add.sprite(0, 0, texture); } function update() { if (!game.input.activePointer.position.isZero()) { // This time we'll draw the ball sprite twice, in a mirror effect texture.renderXY(ball, game.input.activePointer.x, game.input.activePointer.y, false, true); texture.renderXY(ball, game.input.activePointer.x, 600 - game.input.activePointer.y, false, true); } }