Create Dynamic Texture
Demonstrates how to create a new Dynamic Texture at runtime and compose it by stamping multiple frames from a texture atlas using custom scale, alpha, and blend modes.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.atlas('banner', 'assets/atlas/banners.png', 'assets/atlas/banners.json');
}
create ()
{
const GetRandom = Phaser.Utils.Array.GetRandom;
// Create our Dynamic Texture which is 512x512 in size
const banner = this.textures.addDynamicTexture('playerBanner', 512, 512);
// Draw a flag to our texture
banner.stamp('banner', 'flag_02_green', 256, 256);
// Draw a random crest - there are 10 available, from Banner_01 to Banner_10
const crests = [ '01', '02', '03', '04', '05', '06', '07', '08', '09', '10' ];
banner.stamp('banner', `Banner_${GetRandom(crests)}`, 256, 256, { alpha: 0.3, blendMode: Phaser.BlendModes.ADD });
// Draw 3 random runes across the flag - these are frames 'Badges_01' to 'Badges_24' in the atlas
const runes = [
'01', '02', '03', '04', '05', '06', '07', '08', '09', '10',
'11', '12', '13', '14', '15', '16', '17', '18', '19', '20',
'21', '22', '23', '24'
];
// By using the 'stamp' config we can scale and offset the frame
banner.stamp('banner', `Badges_${GetRandom(runes)}`, 256, 100, { scale: 0.5, originX: 1 });
banner.stamp('banner', `Badges_${GetRandom(runes)}`, 256, 100, { scale: 0.5, originX: 0.5 });
banner.stamp('banner', `Badges_${GetRandom(runes)}`, 256, 100, { scale: 0.5, originX: 0 });
banner.render();
// Now add the finished banner texture to a Sprite
this.add.sprite(400, 300, 'playerBanner');
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
backgroundColor: '#2d2d6d',
scene: Example
};
const game = new Phaser.Game(config);