A reference to the Texture Manager this Texture belongs to.
The unique string-based key of this Texture.
Optionalwidth: numberThe width of this Dymamic Texture in pixels. Defaults to 256 x 256. Default 256.
Optionalheight: numberThe height of this Dymamic Texture in pixels. Defaults to 256 x 256. Default 256.
OptionalforceEven: booleanForce the given width and height to be rounded to even values. This significantly improves the rendering quality. Set to false if you know you need an odd sized texture. Default true.
An internal Camera that can be used to move around this Dynamic Texture.
Control it just like you would any Scene Camera. The difference is that it only impacts the placement of Game Objects (not textures) that you then draw to this texture.
You can scroll, zoom and rotate this Camera.
A reference to the Rendering Context belonging to the Canvas Element this Dynamic Texture is drawing to.
An array of commands that are used to draw to this Dynamic Texture.
This is flushed by the render method.
The clear method will also clear this array, then store itself.
ReadonlycontextThe 2D Canvas Rendering Context.
Any additional data that was set in the source JSON (if any), or any extra data you'd like to store relating to this texture
An array of TextureSource data instances. Used to store additional data images, such as normal maps or specular maps.
The drawing context of this Dynamic Texture. This contains the framebuffer that the Dynamic Texture is drawing to.
The name of the first frame of the Texture.
A key-value object pair associating the unique Frame keys with the Frames objects.
The total number of Frames in this Texture, including the __BASE frame.
A Texture will always contain at least 1 frame because every Texture contains a __BASE frame by default,
in addition to any extra frames that have been added to it, such as when parsing a Sprite Sheet or Texture Atlas.
The height of this Dynamic Texture.
Treat this property as read-only. Use the setSize method to change the size.
The unique string-based key of this Texture.
A reference to the Texture Manager this Texture belongs to.
A reference to either the Canvas or WebGL Renderer that the Game instance is using.
Whether shaders using this texture should use special filtering code. This relies on shader support.
If null, the game default will be used.
An array of TextureSource instances. These are unique to this Texture and contain the actual Image (or Canvas) data.
ReadonlytypeThe internal data type of this object.
The width of this Dynamic Texture.
Treat this property as read-only. Use the setSize method to change the size.
Adds a new Frame to this Texture.
A Frame is a rectangular region of a TextureSource with a unique index or string-based key.
The name given must be unique within this Texture. If it already exists, this method will return null.
The name of this Frame. The name is unique within the Texture.
The index of the TextureSource that this Frame is a part of.
The x coordinate of the top-left of this Frame.
The y coordinate of the top-left of this Frame.
The width of this Frame.
The height of this Frame.
Adds a callback to run during the render process. This callback runs as a step in the command buffer. It can be used to set up conditions for the next draw step.
Note that this will only execute after render() is called.
A callback function to run during the render process.
Draws the given object to this Dynamic Texture. This allows you to draw the object as it appears in the game world, or with various parameter overrides in the config.
Any renderable GameObject.
The configuration object for the capture.
Clears a portion or everything from this Dynamic Texture by erasing it and resetting it back to
a blank, transparent, texture. To clear an area, specify the x, y, width and height.
Optionalx: numberThe left coordinate of the fill rectangle. Default 0.
Optionaly: numberThe top coordinate of the fill rectangle. Default 0.
Optionalwidth: numberThe width of the fill rectangle. Default this.width.
Optionalheight: numberThe height of the fill rectangle. Default this.height.
Destroys this Texture and releases references to its sources and frames.
Draws the given object, or an array of objects, to this Dynamic Texture.
It can accept any of the following:
Scene.children to draw the whole list.Note 1: You cannot draw a Dynamic Texture to itself.
Note 2: GameObjects will use the camera, while textures and frames will not.
Textures and frames are drawn using the stamp method.
If passing in a Group or Container it will only draw children that return true
when their willRender() method is called. I.e. a Container with 10 children,
5 of which have visible=false will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a willRender check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method drawFrame instead.
You can pass in the x and y coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
For textures and frames, the x and y values are the middle of the texture.
The alpha and tint values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.
Optionalx: numberThe x position to draw the Frame at, or the offset applied to the object. Default 0.
Optionaly: numberThe y position to draw the Frame at, or the offset applied to the object. Default 0.
Optionalalpha: numberThe alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. Default 1.
Optionaltint: numberThe tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. Default 0xffffff.
Draws the given object, or an array of objects, to this Dynamic Texture using a blend mode of ERASE. This has the effect of erasing any filled pixels present in the objects from this texture.
This method uses the draw method internally,
and the parameters behave the same way.
Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these.
Optionalx: numberThe x position to draw the Frame at, or the offset applied to the object. Default 0.
Optionaly: numberThe y position to draw the Frame at, or the offset applied to the object. Default 0.
Optionalalpha: numberThe alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha. Default 1.
Optionaltint: numberThe tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only. Default 0xffffff.
Fills this Dynamic Texture with the given color.
By default it will fill the entire texture, however you can set it to fill a specific rectangular area by using the x, y, width and height arguments.
The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.
The color to fill this Dynamic Texture with, such as 0xff0000 for red.
Optionalalpha: numberThe alpha value used by the fill. Default 1.
Optionalx: numberThe left coordinate of the fill rectangle. Default 0.
Optionaly: numberThe top coordinate of the fill rectangle. Default 0.
Optionalwidth: numberThe width of the fill rectangle. Default this.width.
Optionalheight: numberThe height of the fill rectangle. Default this.height.
Restores the object properties that were overridden during the capture method.
This method is called automatically during rendering.
Do not call it directly.
The GameObject to restore the properties on.
The cached properties to restore.
Gets a Frame from this Texture based on either the key or the index of the Frame.
In a Texture Atlas Frames are typically referenced by a key. In a Sprite Sheet Frames are referenced by an index. Passing no value for the name returns the base texture.
Optionalname: string | numberThe string-based name, or integer based index, of the Frame to get from this Texture.
Given a Frame name, return the data source image it uses to render with. You can use this to get the normal map for an image for example.
This will return the actual DOM Image.
Optionalname: string | numberThe string-based name, or integer based index, of the Frame to get from this Texture.
Based on the given Texture Source Index, this method will get all of the Frames using that source and then work out the bounds that they encompass, returning them in an object.
This is useful if this Texture is, for example, a sprite sheet within an Atlas, and you need to know the total bounds of the sprite sheet.
OptionalsourceIndex: numberThe index of the TextureSource to get the Frame bounds from. Default 0.
Returns an array with all of the names of the Frames in this Texture.
Useful if you want to randomly assign a Frame to a Game Object, as you can pick a random element from the returned array.
OptionalincludeBase: booleanInclude the __BASE Frame in the output array? Default false.
Returns an array of all the Frames in the given TextureSource.
The index of the TextureSource to get the Frames from.
OptionalincludeBase: booleanInclude the __BASE Frame in the output array? Default false.
Given a Frame name, return the source image it uses to render with.
This will return the actual DOM Image or Canvas element.
Optionalname: string | numberThe string-based name, or integer based index, of the Frame to get from this Texture.
Takes the given TextureSource and returns the index of it within this Texture. If it's not in this Texture, it returns -1. Unless this Texture has multiple TextureSources, such as with a multi-atlas, this method will always return zero or -1.
The TextureSource to check.
Returns the underlying WebGLTextureWrapper, if not running in Canvas mode.
Checks to see if a Frame matching the given key exists within this Texture.
The key of the Frame to check for.
Sets the preserve flag for this Dynamic Texture.
Ordinarily, after each render, the command buffer is cleared.
When this flag is set to true, the command buffer is preserved between renders.
This makes it possible to repeat the same drawing commands on each render.
Make sure to call clear() at the start if you don't want to accumulate
drawing detail over the top of itself.
Whether to preserve the command buffer after rendering.
Removes the given Frame from this Texture. The Frame is destroyed immediately.
Any Game Objects using this Frame should stop using it before you remove it, as it does not happen automatically.
The key of the Frame to remove.
Render the buffered drawing commands to this Dynamic Texture. You must do this in order to see anything drawn to it.
This is a NOOP method. Bitmap Masks are not supported by the Canvas Renderer.
The Canvas Renderer which would be rendered to.
The masked Game Object which would be rendered.
The Camera to render to.
Sets this Dynamic Texture onto the TextureManager.Stamp and then calls its render method.
A reference to the current active WebGL renderer.
The Game Object being rendered in this call.
The Camera that is rendering the Game Object.
This transform matrix is defined if the game object is nested
Takes the given Texture Frame and draws it to this Dynamic Texture as a fill pattern,
i.e. in a grid-layout based on the frame dimensions.
It uses a TileSprite internally to draw the frame repeatedly.
Textures are referenced by their string-based keys, as stored in the Texture Manager.
You can optionally provide a position, width, height, alpha and tint value to apply to the frames before they are drawn. The position controls the top-left where the repeating fill will start from. The width and height control the size of the filled area.
The position can be negative if required, but the dimensions cannot.
This method respects the camera settings of the Dynamic Texture.
The key of the texture to be used, as stored in the Texture Manager.
Optionalframe: string | numberThe name or index of the frame within the Texture. Set to null to skip this argument if not required.
Optionalx: numberThe x position to start drawing the frames from (can be negative to offset). Default 0.
Optionaly: numberThe y position to start drawing the frames from (can be negative to offset). Default 0.
Optionalwidth: numberThe width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture. Default this.width.
Optionalheight: numberThe height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture. Default this.height.
Optionalconfig: TileSpriteConfigThe configuration object for the TileSprite which repeats the texture, allowing you to set further properties on it.
Adds a data source image to this Texture.
An example of a data source image would be a normal map, where all of the Frames for this Texture equally apply to the normal map.
The source image.
Sets the Filter Mode for this Texture.
The mode can be either Linear, the default, or Nearest.
For pixel-art you should use Nearest.
The mode applies to the entire Texture, not just a specific Frame of it.
The Filter Mode.
Resizes this Dynamic Texture to the new dimensions given.
In WebGL it will destroy and then re-create the frame buffer being used by this Dynamic Texture. In Canvas it will resize the underlying canvas DOM element.
Both approaches will erase everything currently drawn to this texture.
If the dimensions given are the same as those already being used, calling this method will do nothing.
The new width of this Dynamic Texture.
Optionalheight: numberThe new height of this Dynamic Texture. If not specified, will be set the same as the width. Default width.
OptionalforceEven: booleanForce the given width and height to be rounded to even values. This significantly improves the rendering quality. Set to false if you know you need an odd sized texture. Default true.
Set the smoothPixelArt property for this Texture.
If true, it will also run setFilter(Phaser.Textures.FilterMode.LINEAR)
to enable the necessary linear filtering.
If false, it will not change the filter mode, as it doesn't know
the previous state, nor is it necessary to change it.
The value of the smoothPixelArt property.
Takes a snapshot of the whole of this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture a portion of this Dynamic Texture see the snapshotArea method.
To capture just a specific pixel, see the snapshotPixel method.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Dynamic Texture has, 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.
Takes a snapshot of the given area of this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Dynamic Texture see the snapshot method.
To capture just a specific pixel, see the snapshotPixel method.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer
into an ArrayBufferView. It then parses this, copying the contents to a temporary Canvas and finally
creating an Image object from it, which is the image returned to the callback provided.
All in all, this is a computationally expensive and blocking process, which gets more expensive the larger the resolution this Dynamic Texture has, 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 pixel from this Dynamic Texture.
The snapshot is taken immediately, but the results are returned via the given callback.
To capture the whole Dynamic Texture see the snapshot method.
To capture a portion of this Dynamic Texture see the snapshotArea method.
Unlike the two other snapshot methods, this one will send your callback 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 than the other snapshot methods.
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.
Takes the given texture key and frame and then stamps it at the given x and y coordinates. You can use the optional 'config' argument to provide lots more options about how the stamp is applied, including the alpha, tint, angle, scale and origin.
By default, the frame will stamp on the x/y coordinates based on its center.
If you wish to stamp from the top-left, set the config originX and
originY properties both to zero.
This method ignores the camera property of the Dynamic Texture.
The key of the texture to be used, as stored in the Texture Manager.
Optionalframe: string | numberThe name or index of the frame within the Texture. Set to null to skip this argument if not required.
Optionalx: numberThe x position to draw the frame at. Default 0.
Optionaly: numberThe y position to draw the frame at. Default 0.
Optionalconfig: StampConfigThe stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp.
Prepares an object to be rendered using the capture method.
This method is called automatically during rendering.
Do not call it directly.
The object to set up for capture.
The configuration object for the capture.
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
Because this is a standard Texture within Phaser, you can add frames to it, meaning you can use it to generate sprite sheets, texture atlases or tile sets.
Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased. This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it, create your shape as a texture in an art package, then draw that to this texture.
In the event that the WebGL context is lost, this DynamicTexture will lose its contents. Once context is restored (signalled by the
restorewebglevent), you can choose to redraw the contents of the DynamicTexture. You are responsible for the redrawing logic.