The Phaser Game instance that owns this renderer.
Should the Canvas use Image Smoothing or not when drawing Sprites?
The blend modes supported by the Canvas Renderer.
This object maps the Phaser.BlendModes to canvas compositing operations.
The local configuration settings of the CanvasRenderer.
The canvas context currently used by the CanvasRenderer for all rendering operations.
The total number of Game Objects which were rendered in a frame.
The Phaser Game instance that owns this renderer.
The canvas element which the Game uses.
The canvas context used to render all Cameras in all Scenes during the game loop.
The height of the canvas being rendered to.
Has this renderer fully booted yet?
Details about the currently scheduled snapshot.
If a non-null callback is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
A constant which allows the renderer to be easily identified as a Canvas Renderer.
The width of the canvas being rendered to.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Takes a Sprite Game Object, or any object that extends it, and draws it to the current context.
The texture based Game Object to draw.
The frame to draw, doesn't have to be that owned by the Game Object.
The Camera to use for the rendering transform.
OptionalparentTransformMatrix: TransformMatrixThe transform matrix of the parent container, if set.
Destroys all object references in the Canvas Renderer.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Return an array listing the events for which the emitter has registered listeners.
Prepares the game canvas for rendering.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
The event handler that manages the resize event dispatched by the Scale Manager.
Restores the game context's global settings and takes a snapshot if one is scheduled.
The post-render step happens after all Cameras in all Scenes have been rendered.
Called at the start of the render loop.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
The core render step for a Scene Camera.
Iterates through the given array of Game Objects and renders them with the given Camera.
This is called by the CameraManager.render method. The Camera Manager instance belongs to a Scene, and is invoked
by the Scene Systems.render method.
This method is not called if Camera.visible is false, or Camera.alpha is zero.
The Scene to render.
An array of filtered Game Objects that can be rendered by the given Camera.
The Scene Camera to render with.
Resets the transformation matrix of the current context to the identity matrix, thus resetting any transformation.
Resize the main game canvas.
Optionalwidth: numberThe new width of the renderer.
Optionalheight: numberThe new height of the renderer.
Sets the global alpha of the current context.
The new alpha to use, where 0 is fully transparent and 1 is fully opaque.
Sets the blend mode (compositing operation) of the current context.
The new blend mode which should be used.
Changes the Canvas Rendering Context that all draw operations are performed against.
Optionalctx: CanvasRenderingContext2DThe new Canvas Rendering Context to draw everything to. Leave empty to reset to the Game Canvas.
Removes all listeners.
Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
To capture a specific area see the snapshotArea method. To capture a specific pixel, see snapshotPixel.
Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then
calling this method will override it.
Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
To capture the whole game viewport see the snapshot method. To capture a specific pixel, see snapshotPixel.
Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then
calling this method will override it.
Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The x coordinate to grab from.
The y coordinate to grab from.
The width of the area to grab.
The height of the area to grab.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Takes a snapshot of the given area of the given canvas.
Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The canvas to grab from.
The Function to invoke after the snapshot image is created.
OptionalgetPixel: booleanGrab a single pixel as a Color object, or an area as an Image object? Default false.
Optionalx: numberThe x coordinate to grab from. Default 0.
Optionaly: numberThe y coordinate to grab from. Default 0.
Optionalwidth: numberThe width of the area to grab. Default canvas.width.
Optionalheight: numberThe height of the area to grab. Default canvas.height.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
To capture the whole game viewport see the snapshot method. To capture a specific area, see snapshotArea.
Only one snapshot can be active per frame. If you have already called snapshotArea, for example, then
calling this method will override it.
Unlike the other two snapshot methods, this one will return a Color object containing the color data for
the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
using less memory.
The x coordinate of the pixel to get.
The y coordinate of the pixel to get.
The Function to invoke after the snapshot pixel data is extracted.
The Canvas Renderer is responsible for managing 2D canvas rendering contexts, including the one used by the Games canvas. It tracks the internal state of a given context and can renderer textured Game Objects to it, taking into account alpha, blending, and scaling.