---
title: "Scene Plugin Dynamic Fractal Canvas"
description: "Demonstrates how to create a custom Scene Plugin that renders an animated Julia set fractal onto a dynamic canvas texture. The example shows how to map the plugin to a Scene property and animate its internal variables using tweens."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/plugins/view/scene-plugin-test-3
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Scene Plugin Dynamic Fractal Canvas

Demonstrates how to create a custom Scene Plugin that renders an animated Julia set fractal onto a dynamic canvas texture. The example shows how to map the plugin to a Scene property and animate its internal variables using tweens.

A Phaser 4.1.0 example in [Plugins](https://phaser.io/oss/examples/v4.1.0/plugins.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/plugins/view/scene-plugin-test-3.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### scene plugin test 3.js

```js
class FractalPlugin extends Phaser.Plugins.ScenePlugin {

    constructor (scene, pluginManager)
    {
        super(scene, pluginManager);

        this.texture;
        this.canvas;
        this.context;
        this.maxIterations = 64;

        this.imageData;
        this.data;

        this.v1 = -1.5;
        this.v2 = 3.0;
        this.v3 = -1.0;
        this.v4 = 2.0;
        this.x0 = -0.4;
        this.y0 = -0.6;

        this.c1 = 8;
        this.c2 = 5;
        this.c3 = 25;
    }

    boot ()
    {
        var eventEmitter = this.systems.events;

        eventEmitter.on('update', this.update, this);
    }

    create (x, y, w, h)
    {
        this.texture = this.scene.textures.createCanvas('FractalPlugin', w, h);

        this.canvas = this.texture.canvas;
        this.context = this.texture.context;
        this.imageData = this.context.createImageData(w, h);
        this.data = this.imageData.data;

        this.drawJulia();

        this.texture.refresh();

        let image = this.scene.add.image(x, y, 'FractalPlugin');

        return image;
    }

    update ()
    {
        if (!this.texture)
        {
            return;
        }

        this.drawJulia();
        this.texture.refresh();
    }

    drawJulia ()
    {
        let cw = this.canvas.width;
        let ch = this.canvas.height;

        let imageData = this.imageData;
        let data = this.data;

        let x0 = this.x0;
        let y0 = this.y0;

        for (let i = 0; i < ch; i++)
        {
            for (let j = 0; j < cw; j++)
            {
                // limit the axis
                let x = this.v1 + j * this.v2 / cw;
                let y = this.v3 + i * this.v4 / ch;
                
                let iteration = 0;
                
                while ((x * x + y * y < 4) && (iteration < this.maxIterations))
                {
                    let xN = x * x - y * y + x0;
                    let yN = 2 * x * y + y0;
                    x = xN;
                    y = yN;
                    iteration++;
                }
                
                // set pixel color [r,g,b,a]
                data[i * cw * 4 + j * 4 + 0] = iteration * this.c1;
                data[i * cw * 4 + j * 4 + 1] = iteration * this.c2;
                data[i * cw * 4 + j * 4 + 2] = iteration * this.c3;
                data[i * cw * 4 + j * 4 + 3] = 255;
            }       
        }

        this.context.putImageData(imageData, 0, 0);
    }

}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    parent: 'game-container',
    width: 800,
    height: 600,
    plugins: {
        scene: [
            { key: 'fractalPlugin', plugin: FractalPlugin, mapping: 'fractals' }
        ]
    },
    scene: {
        create: create
    }
};

let game = new Phaser.Game(config);

function create ()
{
    var image = this.fractals.create(400, 300, 256, 256);

    image.setScale(2);

    this.tweens.add({

        targets: this.fractals,
        v1: 1.5,
        v2: -3.0,
        v3: 1.0,
        v4: -2.0,
        duration: 4000,
        yoyo: true,
        repeat: -1

    });

    this.tweens.add({

        targets: this.fractals,
        c1: 16,
        c2: 10,
        c3: 0,
        duration: 16000,
        yoyo: true,
        repeat: -1

    });
}
```

## More in Plugins

- [Creating a Global Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/global-plugin-test-1.md): This example demonstrates how to create a custom global plugin, register it in the game configuration, and access its methods from within a scene.
- [Custom Game Object via Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/custom-game-object.md): Demonstrates how to register a custom Game Object class as a plugin so it can be added to a scene using a custom method on the Scene Factory (this.add).
- [Custom Loader File Type](https://phaser.io/oss/examples/v4.1.0/plugins/view/custom-file-type.md): Demonstrates how to extend the Phaser Loader by registering a custom file type through a plugin, including processing the loaded data before it enters the cache.
- [Custom Scene Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/scene-plugin-test-1.md): Demonstrates how to create, register, and use a custom Scene Plugin to extend Scene functionality with reusable logic.
- [Custom Scene Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/scene-plugin-test-2.md): Demonstrates how to create and register a custom Scene Plugin that maps to a specific property on the Scene, used here to generate a procedural fractal via a Canvas texture.
- [Destroying a Game Instance with Plugins](https://phaser.io/oss/examples/v4.1.0/plugins/view/destroy-game-with-plugin.md): Demonstrates how to completely destroy a Phaser game instance that uses a custom plugin and then safely recreate it from scratch.
- [Global Plugin from Class](https://phaser.io/oss/examples/v4.1.0/plugins/view/load-plugin-test-2.md): Demonstrates how to define a custom class extending BasePlugin, register it globally via the Loader, and access its functionality from within a Scene.
- [Global Scene Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/global-scene-plugin.md): Demonstrates how to register a global plugin in the game configuration and access its methods within a Scene using a custom property mapping.
- [Install Global Plugin At Runtime](https://phaser.io/oss/examples/v4.1.0/plugins/view/install-global-plugin-at-runtime.md): Demonstrates how to dynamically register and instantiate custom global plugins using the Plugin Manager after the game has started.
- [Loading a Scene Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/add-scene-plugin-in-config.md): Demonstrates how to load an external Scene-level plugin during the preload phase and access its functionality via a custom property on the Scene.
- [Loading a Scene Plugin](https://phaser.io/oss/examples/v4.1.0/plugins/view/load-scene-plugin-test-2.md): Demonstrates how to dynamically load a Scene Plugin and use its injected property to create and animate specialized content within a Scene.
- [Loading External Plugins](https://phaser.io/oss/examples/v4.1.0/plugins/view/load-plugin-test-1.md): This example demonstrates how to load an external JavaScript plugin file during the preload phase and access its custom methods within a Scene.
- [All 17 examples in Plugins](https://phaser.io/oss/examples/v4.1.0/plugins.md)

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
