Canvas texture
Introduction¶
Canvas Canvas Texture stored in texture cache, built-in object of phaser.
- Author: Richard Davey
Usage¶
Create canvas texture¶
var texture = scene.textures.createCanvas(key, width, height);
Get canvas element¶
var canvas = texture.getCanvas();
var context = texture.getContext();
Draw frame¶
texture.drawFrame(key, frame, x, y);
// texture.drawFrame(key, frame, x, y, update);
update
: Update the internal ImageData buffer and arrays. Default value istrue
.
Draw image¶
texture.draw(x, y, source);
// texture.draw(x, y, source, update);
source
: The HTML Image element, or HTML Canvas element to draw to this canvas.update
: Update the internal ImageData buffer and arrays. Default value istrue
.
Clear¶
texture.clear();
texture.clear(x, y, width, height);
// // texture.clear(x, y, width, height, update);
update
: Update the internal ImageData buffer and arrays. Default value istrue
.
Refresh texture¶
texture.refresh();
Color¶
- Set
texture.setPixel(x, y, red, green, blue); // texture.setPixel(x, y, red, green, blue, alpha);
- Get
var color = texture.getPixel(x, y); // var color = texture.getPixel(x, y, color);
var colors = texture.getPixels(x, y, width, height);
colors
:[{x, y, color, alpha}, ...]
Image data¶
- Set
texture.putData(imageData, x, y);
- Get
var imageData = texture.getData(x, y, width, height);
Add frame¶
texture.add(name, sourceIndex, x, y, width, height);
name
: The name of this Frame. The name is unique within the Texture.sourceIndex
: The index of the TextureSource that this Frame is a part of.x
: The x coordinate of the top-left of this Frame.y
: The y coordinate of the top-left of this Frame.width
: The width of this Frame.height
: The height of this Frame.