Dynamic Texture Stamping
Create custom textures at runtime by compositing multiple frames from an atlas using the stamp method, featuring custom blend modes, alpha settings, and sprite-like origins.
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');
// Where's the NineSlice?
}
/**
create: function (slices)
{
var x = 0;
var y = 0;
var width = this.width;
var height = this.height;
var alpha = 1;
var tint = 0xffffff;
var textureManager = this.textureManager;
var topLeft = textureManager.parseFrame(GetFastValue(slices, 'topLeft', null));
var topBg = textureManager.parseFrame(GetFastValue(slices, 'topBackground', null));
var topRight = textureManager.parseFrame(GetFastValue(slices, 'topRight', null));
var leftBg = textureManager.parseFrame(GetFastValue(slices, 'left', null));
var rightBg = textureManager.parseFrame(GetFastValue(slices, 'right', null));
// var background = textureManager.parseFrame(GetFastValue(slices, 'background', null));
var botLeft = textureManager.parseFrame(GetFastValue(slices, 'botLeft', null));
var botBg = textureManager.parseFrame(GetFastValue(slices, 'botBackground', null));
var botRight = textureManager.parseFrame(GetFastValue(slices, 'botRight', null));
var topLeftPos = { x: x, y: y };
var topRightPos = { x: x + width, y: y };
var topPos = { x: x, y: y, w: width };
var botLeftPos = { x: x, y: y + height };
var botRightPos = { x: x + width, y: y + height };
var botPos = { x: x, y: y + height, w: width };
var leftPos = { x: x, y: y, h: height };
var rightPos = { x: x + width, y: y, h: height };
if (topLeft)
{
topPos.x += topLeft.width;
topPos.w -= topLeft.width;
leftPos.y += topLeft.height;
leftPos.h -= topLeft.height;
}
if (topRight)
{
topRightPos.x -= topRight.width;
topPos.w -= topRight.width;
rightPos.y += topRight.height;
rightPos.h -= topRight.height;
}
if (botBg)
{
botPos.y -= botBg.height;
}
if (botLeft)
{
botLeftPos.y -= botLeft.height;
botPos.x += botLeft.width;
botPos.w -= botLeft.width;
leftPos.h -= botLeft.height;
}
if (botRight)
{
botRightPos.x -= botRight.width;
botRightPos.y -= botRight.height;
botPos.w -= botRight.width;
rightPos.h -= botRight.height;
}
if (rightBg)
{
rightPos.x -= rightBg.width;
}
// console.log('topLeftPos', topLeftPos);
// console.log('topRightPos', topRightPos);
// console.log('topPos', topPos);
// console.log('botLeftPos', botLeftPos);
// console.log('botRightPos', botRightPos);
// console.log('botPos', botPos);
// console.log('leftPos', leftPos);
// console.log('rightPos', rightPos);
var stamp = this.resetStamp(alpha, tint);
this.clear();
this.beginDraw();
// None of these need cropping:
if (topLeft)
{
stamp.setFrame(topLeft);
this.drawGameObject(stamp, topLeftPos.x, topLeftPos.y);
}
if (topRight)
{
stamp.setFrame(topRight);
this.drawGameObject(stamp, topRightPos.x, topRightPos.y);
}
if (botLeft)
{
stamp.setFrame(botLeft);
this.drawGameObject(stamp, botLeftPos.x, botLeftPos.y);
}
if (botRight)
{
stamp.setFrame(botRight);
this.drawGameObject(stamp, botRightPos.x, botRightPos.y);
}
// These all use crop if they don't fit perfectly
if (topBg)
{
this.repeat(topBg, null, topPos.x, topPos.y, topPos.w, topBg.height, alpha, tint, true);
}
if (leftBg)
{
this.repeat(leftBg, null, leftPos.x, leftPos.y, leftBg.width, leftPos.h, alpha, tint, true);
}
if (rightBg)
{
this.repeat(rightBg, null, rightPos.x, rightPos.y, rightBg.width, rightPos.h, alpha, tint, true);
}
if (botBg)
{
this.repeat(botBg, null, botPos.x, botPos.y, botPos.w, botBg.height, alpha, tint, true);
}
this.endDraw();
return this;
}
*/
}
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);