Phaser.RenderTexture

new RenderTexture(game, width, height, key, scaleMode, resolution)

A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.

Parameters:

Name

Type

Argument

Default

Description

game

Phaser.Game

Current game instance.

width

number

<optional>

100

The width of the render texture.

height

number

<optional>

100

The height of the render texture.

key

string

<optional>

''

The key of the RenderTexture in the Cache, if stored there.

scaleMode

number

<optional>

Phaser.scaleModes.DEFAULT

One of the Phaser.scaleModes consts.

resolution

number

<optional>

1

The resolution of the texture being generated.

Source - gameobjects/RenderTexture.js, line 21

Extends

Members

baseTexture:BaseTexture

The base texture object that this texture uses

Source - gameobjects/RenderTexture.js, line 66

crop:Rectangle

This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)

Inherited From: PIXI.Texture#crop Source - pixi/textures/Texture.js, line 127

frame:Rectangle

The frame specifies the region of the base texture that this texture uses

Inherited From: PIXI.Texture#frame Source - pixi/textures/Texture.js, line 54

game:Phaser.Game

A reference to the currently running game.

Source - gameobjects/RenderTexture.js, line 34

height:Number

The height of the Texture in pixels.

Inherited From: PIXI.Texture#height Source

isTiling:Boolean

Is this a tiling texture? As used by the likes of a TilingSprite.

Inherited From: PIXI.Texture#isTiling Source - pixi/textures/Texture.js, line 78

key:string

The key of the RenderTexture in the Cache, if stored there.

Source - gameobjects/RenderTexture.js, line 39

noFrame:Boolean

Does this Texture have any frame data assigned to it?

Inherited From: PIXI.Texture#noFrame Source - pixi/textures/Texture.js, line 27

renderer:CanvasRenderer|WebGLRenderer

The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.

Type:

  • CanvasRenderer| WebGLRenderer

Source - gameobjects/RenderTexture.js, line 84

requiresReTint:Boolean

This will let a renderer know that a tinted parent has updated its texture.

Inherited From: PIXI.Texture#requiresReTint Source

requiresUpdate:Boolean

This will let a renderer know that a texture has been updated (usedmainly for webGL uv updates)

Inherited From: PIXI.Texture#requiresUpdate Source

rotated:Boolean

A flag that controls if this frame is rotated or not. Rotation allows you to use rotated frames in texture atlas packing, it has nothing to do with Sprite rotation.

Inherited From: PIXI.Texture#rotated Source - pixi/textures/Texture.js, line 136

trim:Rectangle

The texture trim data.

Inherited From: PIXI.Texture#trim Source - pixi/textures/Texture.js, line 62

type:number

Base Phaser object type.

Source - gameobjects/RenderTexture.js, line 44

valid:Boolean

Source - gameobjects/RenderTexture.js, line 107

width:Number

The width of the Texture in pixels.

Inherited From: PIXI.Texture#width Source - pixi/textures/Texture.js, line 111

clear()

Clears the RenderTexture.

Source - gameobjects/RenderTexture.js, line 258

destroy(destroyBase)

Destroys this texture

Parameters:

Name

Type

Description

destroyBase

Boolean

Whether to destroy the base texture as well

Inherited From: PIXI.Texture#destroy Source - pixi/textures/Texture.js, line 174

getBase64()→ {String}

Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.

Returns:

String-

A base64 encoded string of the texture.

Source - gameobjects/RenderTexture.js, line 399

getCanvas()→ {HTMLCanvasElement}

Creates a Canvas element, renders this RenderTexture to it and then returns it.

Returns:

HTMLCanvasElement-

A Canvas element with the texture rendered on.

Source - gameobjects/RenderTexture.js, line 411

getImage()→ {Image}

Will return a HTML Image of the texture

Returns:

Image-

Source - gameobjects/RenderTexture.js, line 384

render(displayObject, matrix, clear)

This function will draw the display object to the RenderTexture.

In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object. This is now a Matrix allowing you much more control over how the Display Object is rendered. If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.

If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either pass null, leave it undefined or pass displayObject.worldTransform as the matrix value.

Parameters:

Name

Type

Argument

Default

Description

displayObject

Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group

The display object to render to this texture.

matrix

Phaser.Matrix

<optional>

Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object.

clear

boolean

<optional>

false

If true the texture will be cleared before the display object is drawn.

Source - gameobjects/RenderTexture.js, line 178

renderRawXY(displayObject, x, y, clear)

This function will draw the display object to the RenderTexture at the given coordinates.

When the display object is drawn it doesn't take into account scale, rotation or translation.

If you need those then use RenderTexture.renderXY instead.

Parameters:

Name

Type

Argument

Default

Description

displayObject

Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group

The display object to render to this texture.

x

number

The x position to render the object at.

y

number

The y position to render the object at.

clear

boolean

<optional>

false

If true the texture will be cleared before the display object is drawn.

Source - gameobjects/RenderTexture.js, line 150

renderXY(displayObject, x, y, clear)

This function will draw the display object to the RenderTexture at the given coordinates.

When the display object is drawn it takes into account scale and rotation.

If you don't want those then use RenderTexture.renderRawXY instead.

Parameters:

Name

Type

Argument

Default

Description

displayObject

Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group

The display object to render to this texture.

x

number

The x position to render the object at.

y

number

The y position to render the object at.

clear

boolean

<optional>

false

If true the texture will be cleared before the display object is drawn.

Source - gameobjects/RenderTexture.js, line 118

resize(width, height, updateBase)

Resizes the RenderTexture.

Parameters:

Name

Type

Description

width

number

The width to resize to.

height

number

The height to resize to.

updateBase

boolean

Should the baseTexture.width and height values be resized as well?

Source - gameobjects/RenderTexture.js, line 215

setFrame(frame)

Specifies the region of the baseTexture that this texture will use.

Parameters:

Name

Type

Description

frame

Rectangle

The frame of the texture to set it to

Inherited From: PIXI.Texture#setFrame Source - pixi/textures/Texture.js, line 187