Constructor

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 State object)

Parameters
Name Type Description
game Phaser.Game

Game reference to the currently running game.

Source code: core/Create.js (Line 18)

Public Properties

[static] PALETTE_ARNE : number

A 16 color palette by Arne

Source code: core/Create.js (Line 58)

[static] PALETTE_C64 : number

A 16 color C64 inspired palette.

Source code: core/Create.js (Line 79)

[static] PALETTE_CGA : number

A 16 color CGA inspired palette.

Source code: core/Create.js (Line 72)

[static] PALETTE_JAPANESE_MACHINE : number

A 16 color palette inspired by Japanese computers like the MSX.

Source code: core/Create.js (Line 86)

[static] PALETTE_JMP : number

A 16 color JMP inspired palette.

Source code: core/Create.js (Line 65)

bmd : Phaser.BitmapData

The internal BitmapData Create uses to generate textures from.

Source code: core/Create.js (Line 28)

canvas :HTMLCanvasElement

The canvas the BitmapData uses.

Source code: core/Create.js (Line 33)

ctx

Properties:
Name Type Description
context CanvasRenderingContext2D

The 2d context of the canvas.

Source code: core/Create.js (Line 38)

game : Phaser.Game

A reference to the currently running Game.

Source code: core/Create.js (Line 23)

palettes :array

A range of 16 color palettes for use with sprite generation.

Source code: core/Create.js (Line 43)

Public Methods

grid(key, width, height, cellWidth, cellHeight, color) → {PIXI.Texture}

Creates a grid texture based on the given dimensions.

Parameters
Name Type 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).

Returns

The newly generated texture.

Source code: core/Create.js (Line 162)

texture(key, data, pixelWidth, pixelHeight, palette) → {PIXI.Texture}

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.

Returns

The newly generated texture.

Source code: core/Create.js (Line 90)

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