The Phaser.Game instance this Texture Manager belongs to.
The Game that the Texture Manager belongs to.
A game will only ever have one instance of a Texture Manager.
This object contains all Textures that belong to this Texture Manager.
Textures are identified by string-based keys, which are used as the property within this object. Therefore, you can access any texture directly from this object without any iteration.
You should not typically modify this object directly, but instead use the methods provided by the Texture Manager to add and remove entries from it.
ReadonlynameThe internal name of this manager.
If this flag is true then the Texture Manager will never emit any
warnings to the console log that report missing textures.
ReadonlystampAn Image Game Object that belongs to this Texture Manager.
Used as a drawing stamp within Dynamic Textures.
This is not part of the display list and doesn't render.
Prior to v4.0.0, this was of the type Phaser.GameObjects.Image.
The crop Rectangle as used by the Stamp when it needs to crop itself.
ReadonlytileA TileSprite Game Object that belongs to this Texture Manager.
Used for repeated drawing within Dynamic Textures.
This is not part of the display list and doesn't render.
Adds a Texture Atlas to this Texture Manager.
In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, such as those exported by applications like Texture Packer.
It can accept either JSON Array or JSON Hash formats, as exported by Texture Packer and similar software.
As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
The unique string-based key of the Texture.
The source Image element/s, or a Phaser Texture.
The Texture Atlas data/s.
OptionaldataSource: HTMLImageElement | HTMLCanvasElement | HTMLImageElement[] | HTMLCanvasElement[]An optional data Image element.
Adds a Texture Atlas to this Texture Manager.
In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, such as those exported by applications like Texture Packer.
The frame data of the atlas must be stored in an Array within the JSON.
This is known as a JSON Array in software such as Texture Packer.
As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
The unique string-based key of the Texture.
The source Image element/s, or a Phaser Texture.
The Texture Atlas data/s.
OptionaldataSource: HTMLImageElement | HTMLCanvasElement | HTMLImageElement[] | HTMLCanvasElement[]An optional data Image element.
Adds a Texture Atlas to this Texture Manager.
In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, such as those exported by applications like Texture Packer.
The frame data of the atlas must be stored in an Object within the JSON.
This is known as a JSON Hash in software such as Texture Packer.
As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
The unique string-based key of the Texture.
The source Image element/s, or a Phaser Texture.
The Texture Atlas data/s.
OptionaldataSource: HTMLImageElement | HTMLCanvasElement | HTMLImageElement[] | HTMLCanvasElement[]An optional data Image element.
Adds a Texture Atlas to this Texture Manager.
In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file, such as those exported by applications like Texture Packer.
The frame data of the atlas must be stored in an XML file.
As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
The unique string-based key of the Texture.
The source Image element, or a Phaser Texture.
The Texture Atlas XML data.
OptionaldataSource: HTMLImageElement | HTMLCanvasElement | HTMLImageElement[] | HTMLCanvasElement[]An optional data Image element.
Adds a new Texture to the Texture Manager created from the given Base64 encoded data.
It works by creating an Image DOM object, then setting the src attribute to
the given base64 encoded data. As a result, the process is asynchronous by its nature,
so be sure to listen for the events this method dispatches before using the texture.
The unique string-based key of the Texture.
The Base64 encoded data.
Creates a new Canvas Texture object from an existing Canvas element
and adds it to this Texture Manager, unless skipCache is true.
The unique string-based key of the Texture.
The Canvas element to form the base of the new Texture.
OptionalskipCache: booleanSkip adding this Texture into the Cache? Default false.
Adds a Compressed Texture to this Texture Manager.
The texture should typically have been loaded via the CompressedTextureFile loader,
in order to prepare the correct data object this method requires.
You can optionally also pass atlas data to this method, in which case a texture atlas will be generated from the given compressed texture, combined with the atlas data.
The unique string-based key of the Texture.
The Compressed Texture data object.
OptionalatlasData: objectOptional Texture Atlas data.
Creates a Dynamic Texture instance and adds itself to this Texture Manager.
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.
See the methods available on the DynamicTexture class for more details.
Optionally, you can also pass a Dynamic Texture instance to this method to have it added to the Texture Manager.
The string-based key of this Texture. Must be unique within the Texture Manager. Or, a DynamicTexture instance.
Optionalwidth: numberThe width of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key. Default 256.
Optionalheight: numberThe height of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key. Default 256.
OptionalforceEven: booleanIf the width and height are odd numbers, should they be forced to be even? Ignored if an instance is passed as the key. Default true.
Takes a WebGLTextureWrapper and creates a Phaser Texture from it, which is added to the Texture Manager using the given key.
This allows you to then use the Texture as a normal texture for texture based Game Objects like Sprites.
This is a WebGL only feature.
Prior to Phaser 3.80.0, this method took a bare WebGLTexture
as the glTexture parameter. You must now wrap the WebGLTexture in a
WebGLTextureWrapper instance before passing it to this method.
The unique string-based key of the Texture.
The source Render Texture.
Adds a new Texture to the Texture Manager created from the given Image element.
The unique string-based key of the Texture.
The source Image element.
OptionaldataSource: HTMLImageElement | HTMLCanvasElementAn optional data Image element.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Adds a Render Texture to the Texture Manager using the given key. This allows you to then use the Render Texture as a normal texture for texture based Game Objects like Sprites.
The unique string-based key of the Texture.
The source Render Texture.
Adds a Sprite Sheet to this Texture Manager.
In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact same size and cannot be trimmed or rotated. This is different to a Texture Atlas, created by tools such as Texture Packer, and more akin with the fixed-frame exports you get from apps like Aseprite or old arcade games.
As of Phaser 3.60 you can use this method to add a sprite sheet to an existing Phaser Texture.
The unique string-based key of the Texture. Give an empty string if you provide a Phaser Texture as the 2nd argument.
The source Image element, or a Phaser Texture.
The configuration object for this Sprite Sheet.
OptionaldataSource: HTMLImageElement | HTMLCanvasElementAn optional data Image element.
Adds a Sprite Sheet to this Texture Manager, where the Sprite Sheet exists as a Frame within a Texture Atlas.
In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact same size and cannot be trimmed or rotated.
The unique string-based key of the Texture.
The configuration object for this Sprite Sheet.
Creates a texture from an array of colour data.
This is only available in WebGL mode.
If the dimensions provided are powers of two, the resulting texture will be automatically set to wrap by the WebGL Renderer.
The unique string-based key of the Texture.
The color data for the texture.
The width of the texture.
The height of the texture.
Adds a Unity Texture Atlas to this Texture Manager.
In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file, such as those exported by applications like Texture Packer or Unity.
The frame data of the atlas must be stored in a Unity YAML file.
As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
The unique string-based key of the Texture.
The source Image element.
The Texture Atlas data.
OptionaldataSource: HTMLImageElement | HTMLCanvasElement | HTMLImageElement[] | HTMLCanvasElement[]An optional data Image element.
Checks the given texture key and throws a console.warn if the key is already in use, then returns false.
If you wish to avoid the console.warn then use TextureManager.exists instead.
The texture key to check.
Takes a Texture key and Frame name and returns a clone of that Frame if found.
The unique string-based key of the Texture.
The string or index of the Frame to be cloned.
Creates a new Texture using the given source and dimensions.
The unique string-based key of the Texture.
An array of sources that are used to create the texture. Usually Images, but can also be a Canvas.
Optionalwidth: numberThe width of the Texture. This is optional and automatically derived from the source images.
Optionalheight: numberThe height of the Texture. This is optional and automatically derived from the source images.
Creates a new Texture using a blank Canvas element of the size given.
Canvas elements are automatically pooled and calling this method will extract a free canvas from the CanvasPool, or create one if none are available.
The unique string-based key of the Texture.
Optionalwidth: numberThe width of the Canvas element. Default 256.
Optionalheight: numberThe height of the Canvas element. Default 256.
Destroys the Texture Manager and all Textures stored within it.
Passes all Textures to the given callback.
The callback function to be sent the Textures.
The value to use as this when executing the callback.
Additional arguments that will be passed to the callback, after the child.
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.
Checks the given key to see if a Texture using it exists within this Texture Manager.
The unique string-based key of the Texture.
Returns a Texture from the Texture Manager that matches the given key.
If the key is undefined it will return the __DEFAULT Texture.
If the key is an instance of a Texture, it will return the instance.
If the key is an instance of a Frame, it will return the frames parent Texture instance.
Finally, if the key is given, but not found, and not a Texture or Frame instance, it will return the __MISSING Texture.
Gets an existing texture frame and converts it into a base64 encoded image and returns the base64 data.
You can also provide the image type and encoder options.
This will only work with bitmap based texture frames, such as those created from Texture Atlases. It will not work with GL Texture objects, such as Shaders, or Render Textures. For those please see the WebGL Snapshot function instead.
The unique string-based key of the Texture.
Optionalframe: string | numberThe string-based name, or integer based index, of the Frame to get from the Texture.
Optionaltype: stringA DOMString indicating the image format. The default format type is image/png. Default 'image/png'.
OptionalencoderOptions: numberA Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp. If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored. Default 0.92.
Takes a Texture key and Frame name and returns a reference to that Frame, if found.
The unique string-based key of the Texture.
Optionalframe: string | numberThe string-based name, or integer based index, of the Frame to get from the Texture.
Given a Texture and an x and y coordinate this method will return a new
Color object that has been populated with the color and alpha values of the pixel
at that location in the Texture.
The x coordinate of the pixel within the Texture.
The y coordinate of the pixel within the Texture.
The unique string-based key of the Texture.
Optionalframe: string | numberThe string or index of the Frame.
Given a Texture and an x and y coordinate this method will return a value between 0 and 255
corresponding to the alpha value of the pixel at that location in the Texture. If the coordinate
is out of bounds it will return null.
The x coordinate of the pixel within the Texture.
The y coordinate of the pixel within the Texture.
The unique string-based key of the Texture.
Optionalframe: string | numberThe string or index of the Frame.
Returns an array with all of the keys of all Textures in this Texture Manager.
The output array will exclude the __DEFAULT, __MISSING, __WHITE, and __NORMAL keys.
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.
Parses the 'key' parameter and returns a Texture Frame instance.
It can accept the following formats:
Removes a Texture from the Texture Manager and destroys it. This will immediately
clear all references to it from the Texture Manager, and if it has one, destroy its
WebGLTexture. This will emit a removetexture event.
Note: If you have any Game Objects still using this texture they will start throwing errors the next time they try to render. Make sure that removing the texture is the final step when clearing down to avoid this.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes a key from the Texture Manager but does not destroy the Texture that was using the key.
The key to remove from the texture list.
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.
Changes the key being used by a Texture to the new key provided.
The old key is removed, allowing it to be re-used.
Game Objects are linked to Textures by a reference to the Texture object, so all existing references will be retained.
The current string-based key of the Texture you wish to rename.
The new unique string-based key to use for the Texture.
Resets the internal Stamp object, ready for drawing and returns it.
Optionalalpha: numberThe alpha to use. Default 1.
Optionaltint: numberWebGL only. The tint color to use. Default 0xffffff.
Resets the internal Tile Sprite object, ready for drawing, and returns it.
Optionalalpha: numberThe alpha to use. Default 1.
Optionaltint: numberWebGL only. The tint color to use. Default 0xffffff.
Sets the given Game Objects texture and frame properties so that it uses
the Texture and Frame specified in the key and frame arguments to this method.
The Game Object the texture would be set on.
The unique string-based key of the Texture.
Optionalframe: string | numberThe string or index of the Frame.
Removes all listeners.
When Phaser boots it will create an instance of this Texture Manager class.
It is a global manager that handles all textures in your game. You can access it from within a Scene via the
this.texturesproperty.Its role is as a manager for all textures that your game uses. It can create, update and remove textures globally, as well as parse texture data from external files, such as sprite sheets and texture atlases.
Sprites and other texture-based Game Objects get their texture data directly from this class.