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var config = { type: Phaser.AUTO, parent: 'phaser-example', scene: { create: create } }; var texture; var game = new Phaser.Game(config); function create () { texture = this.textures.createCanvas('gradient', 16, 256); // We can access the underlying Canvas context like this: var grd = texture.context.createLinearGradient(0, 0, 0, 256); grd.addColorStop(0, '#8ED6FF'); grd.addColorStop(1, '#004CB3'); texture.context.fillStyle = grd; texture.context.fillRect(0, 0, 16, 256); // Call this if running under WebGL, or you'll see nothing change texture.refresh(); // Add a bunch of images that all use the same texture for (var i = 0; i < 64; i++) { var image = this.add.image(8 + i * 16, 0, 'gradient'); this.tweens.add({ targets: image, y: 650, duration: 2000, ease: 'Quad.easeInOut', delay: i * 62.5, yoyo: true, repeat: -1 }); } this.time.addEvent({ delay: 4000, callback: updateTexture, callbackScope: this, loop: true }); } function updateTexture () { var grd = texture.context.createLinearGradient(0, 0, 0, 256); grd.addColorStop(0, generateHexColor()); grd.addColorStop(1, generateHexColor()); texture.context.fillStyle = grd; texture.context.fillRect(0, 0, 16, 256); // Call this if running under WebGL, or you'll see nothing change texture.refresh(); } function generateHexColor () { return '#' + ((0.5 + 0.5 * Math.random()) * 0xFFFFFF << 0).toString(16); }
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create
}
};
var texture;
var game = new Phaser.Game(config);
function create ()
{
texture = this.textures.createCanvas('gradient', 16, 256);
// We can access the underlying Canvas context like this:
var grd = texture.context.createLinearGradient(0, 0, 0, 256);
grd.addColorStop(0, '#8ED6FF');
grd.addColorStop(1, '#004CB3');
texture.context.fillStyle = grd;
texture.context.fillRect(0, 0, 16, 256);
// Call this if running under WebGL, or you'll see nothing change
texture.refresh();
// Add a bunch of images that all use the same texture
for (var i = 0; i < 64; i++)
{
var image = this.add.image(8 + i * 16, 0, 'gradient');
this.tweens.add({
targets: image,
y: 650,
duration: 2000,
ease: 'Quad.easeInOut',
delay: i * 62.5,
yoyo: true,
repeat: -1
});
}
this.time.addEvent({ delay: 4000, callback: updateTexture, callbackScope: this, loop: true });
}
function updateTexture ()
{
var grd = texture.context.createLinearGradient(0, 0, 0, 256);
grd.addColorStop(0, generateHexColor());
grd.addColorStop(1, generateHexColor());
texture.context.fillStyle = grd;
texture.context.fillRect(0, 0, 16, 256);
// Call this if running under WebGL, or you'll see nothing change
texture.refresh();
}
function generateHexColor ()
{
return '#' + ((0.5 + 0.5 * Math.random()) * 0xFFFFFF << 0).toString(16);
}