Phaser AE

Graveyard stone texture

Free packv3.0.0-12DLook

Weathered slabs in sunken mortar, bevelled, rough and cracked, as a tiling texture for `ui` panels and buttons or any sprite. It is painted in grey when the game starts, so the style's colour makes it a crypt wall, a tombstone or a castle, and nothing is downloaded.

This is a Free pack. Every phaser.io account can use it in their games.

Released October 18, 2026 · updated October 19, 2026

Graveyard stone texture: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The pack paints one picture, ui-texture-stone, when it attaches. It lays out irregular slabs, one per cell, each in its own tone and worn rough, with a bevel that lights its upper edge and shades its lower one, cracks that grow with the weathering, and dark mortar sunk between them. The tile wraps both ways with no visible join, and it is grey around a mid tone, so under the ui pack's default 'overlay' mode the fill colour tints it. A ui style names it with texture: 'stone', and a sprite can use the picture directly. A game carries it only when it composes the pack.

Features

  • Slabs in mortar — irregular stones, each its own tone, with sunken joints between.
  • Bevels and cracks — lit upper edges, shaded lower ones, and cracks where it is worn.
  • Tiling and grey — repeats both ways with no join, and takes any colour from the style.
  • Generated, not downloaded — painted once at startup; stoneTexture() gives the same RGBA bytes for tools and tests.

Good for

  • Halloween and graveyard skins, with tombstone signs and haunted menus.
  • Crypts and dungeons in RPGs and dungeon crawlers.
  • Castles, for stone menus and signs.
  • Sprites and backgrounds that need a stone wall.

Make it yours

The options are name (the picture is ui-texture-<name>), size (the tile's side, 256 px), stones (slabs across one tile, 4), mortar (the joint's width, 4 px), weathering (0 to 1, 0.5) and seed, which changes the slabs but not their kind. A style then sets textureScale, textureStrength, textureAngle, textureMode and textureOn. With stones: 2 and little weathering under warm grey it is a castle's big, clean slabs; with stones: 8 and heavy weathering under green-grey it is a crumbling crypt.

A quick look

// manifest: … ui, ui-texture-stone
game.ui.panel({ w: 320, h: 200, style: { fill: '#6f7a72', texture: 'stone', textureScale: 200, border: 4, borderColor: '#2a302c' } });
game.spawn({ texture: 'ui-texture-stone', width: 128, height: 128 });   // or as a sprite

Works with

Good to know

  • One texture per pack; for a second cut in the same game, paint stoneTexture()'s bytes under another name yourself.
  • It is generated on the main thread: a few tens of milliseconds at 256 px, four times that at 512.
  • It is grey only, so under textureMode: 'image' it shows as grey.
  • The atlas has no mipmaps, so keep textureScale near the texture's size or it shimmers in motion. Headless, the picture stays blank.

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