Phaser.Create¶
new Create(game)¶
The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content quickly and easily, without the need for any external files. You can create textures for sprites and in coming releases we'll add dynamic sound effect generation support as well (like sfxr).
Access this via Game.create
(this.game.create
from within a
Stateobject).
Parameters:¶
Name | Type | Description |
---|---|---|
game | Phaser.Game | Game reference to the currently running game. |
Source - core/Create.js, line 18
Members¶
<static,constant> PALETTE_C64:number¶
A 16 color C64 inspired palette.
Source - core/Create.js, line 79
<static,constant> PALETTE_CGA:number¶
A 16 color CGA inspired palette.
Source - core/Create.js, line 72
<static,constant> PALETTE_JAPANESE_MACHINE:number¶
A 16 color palette inspired by Japanese computers like the MSX.
Source - core/Create.js, line 86
<static,constant> PALETTE_JMP:number¶
A 16 color JMP inspired palette.
Source - core/Create.js, line 65
bmd:Phaser.BitmapData¶
The internal BitmapData Create uses to generate textures from.
Source - core/Create.js, line 28
ctx¶
Properties:¶
Name | Type | Description |
---|---|---|
context | CanvasRenderingContext2D | The 2d context of the canvas. |
Source - core/Create.js, line 38
palettes:array¶
A range of 16 color palettes for use with sprite generation.
Source - core/Create.js, line 43
copy(dest, x, y, width, height, blendMode, roundPx)→ {Phaser.BitmapData}¶
Copies the contents of Create's canvas to the given BitmapData object, or a new BitmapData object.
Parameters:¶
Name | Type | Argument | Default | Description |
---|---|---|---|---|
dest | Phaser.BitmapData | <optional> | The BitmapData receiving the copied image. | |
x | number | <optional> | 0 | The x coordinate to translate to before drawing. |
y | number | <optional> | 0 | The y coordinate to translate to before drawing. |
width | number | <optional> | The new width of the Sprite being copied. | |
height | number | <optional> | The new height of the Sprite being copied. | |
blendMode | string | <optional> | null | The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. |
roundPx | boolean | <optional> | false | Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. |
Returns:¶
- The
dest
argument (if passed), or a new BitmapData object
Source - core/Create.js, line 227
grid(key,width, height, cellWidth, cellHeight, color, generateTexture, callback,¶
callbackContext)→ {PIXI.Texture|Phaser.BitmapData}
Creates a grid texture based on the given dimensions.
Parameters:¶
Name | Type | Argument | Default | Description |
---|---|---|---|---|
key | string | The key used to store this texture in the Phaser Cache. | ||
width | integer | The width of the grid in pixels. | ||
height | integer | The height of the grid in pixels. | ||
cellWidth | integer | The width of the grid cells in pixels. | ||
cellHeight | integer | The height of the grid cells in pixels. | ||
color | string | The color to draw the grid lines in. Should be a Canvas supported color string like #ff5500 or rgba(200,50,3,0.5). | ||
generateTexture | boolean | <optional> | true | When false, a new BitmapData object is returned instead. |
callback | function | <optional> | A function to execute once the texture is generated. It will be passed the newly generated texture. | |
callbackContext | any | <optional> | The context in which to invoke the callback. |
Returns:¶
PIXI.Texture| Phaser.BitmapData-
The newly generated texture, or a new BitmapData object if
generateTexture
is false, or null
if a callback was passed and
the texture isn't available yet.
Source - core/Create.js, line 168
texture(key,data, pixelWidth, pixelHeight, palette, generateTexture, callback,¶
callbackContext)→ {PIXI.Texture|Phaser.BitmapData}
Generates a new PIXI.Texture from the given data, which can be applied to a Sprite.
This allows you to create game graphics quickly and easily, with no external files but that use actual proper images rather than Phaser.Graphics objects, which are expensive to render and limited in scope.
Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts.
For example:
var data = [ ' 333 ', ' 777 ', 'E333E', ' 333 ', ' 3 3 ' ];
game.create.texture('bob', data);
The above will create a new texture called bob
, which will look like
a little man wearing a hat. You can then use it for sprites the same way
you use any other texture: game.add.sprite(0, 0, 'bob');
Parameters:¶
Name | Type | Argument | Default | Description |
---|---|---|---|---|
key | string | The key used to store this texture in the Phaser Cache. | ||
data | array | An array of pixel data. | ||
pixelWidth | integer | <optional> | 8 | The width of each pixel. |
pixelHeight | integer | <optional> | 8 | The height of each pixel. |
palette | integer | <optional> | 0 | The palette to use when rendering the texture. One of the Phaser.Create.PALETTE consts. |
generateTexture | boolean | <optional> | true | When false, a new BitmapData object is returned instead. |
callback | function | <optional> | A function to execute once the texture is generated. It will be passed the newly generated texture. | |
callbackContext | any | <optional> | The context in which to invoke the callback. |
Returns:¶
PIXI.Texture| Phaser.BitmapData-
The newly generated texture, or a new BitmapData object if
generateTexture
is false, or null
if a callback was passed and
the texture isn't available yet.
Source - core/Create.js, line 90