var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('mushroom', 'assets/sprites/mushroom2.png'); } var mushroom; 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 mushroom = game.add.sprite(0, 0, 'mushroom'); mushroom.visible = false; 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. game.add.sprite(0, 0, texture); } 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. // The final 'true' parameter tells it to render sprites even with visible false set. texture.render(mushroom, game.input.activePointer.position, false, true); } }