/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A dynamic initially blank canvas to which images can be drawn * @class Phaser.RenderTexture * @constructor * @param {Phaser.Game} game - Current game instance. * @param {string} key - Asset key for the render texture. * @param {number} width - the width of the render texture. * @param {number} height - the height of the render texture. */ Phaser.RenderTexture = function (game, key, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {string} name - the name of the object. */ this.name = key; PIXI.EventTarget.call( this ); /** * @property {number} width - the width. */ this.width = width || 100; /** * @property {number} height - the height. */ this.height = height || 100; /** * I know this has a typo in it, but it's because the PIXI.RenderTexture does and we need to pair-up with it * once they update pixi to fix the typo, we'll fix it here too :) * @property {Description} indetityMatrix - Description. */ this.indetityMatrix = PIXI.mat3.create(); /** * @property {Description} frame - Description. */ this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); /** * @property {Description} type - Description. */ this.type = Phaser.RENDERTEXTURE; if (PIXI.gl) { this.initWebGL(); } else { this.initCanvas(); } }; Phaser.RenderTexture.prototype = Phaser.Utils.extend(true, PIXI.RenderTexture.prototype); Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;