Phaser AE

Wood texture

Free packv3.0.0-12DLook

Painted planks with seams, wavering grain, fibres and knots, 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 stains it, 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

Wood 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-wood, when it attaches. It cuts the tile into planks, each its own tone, with a seam and a lit lip at the top of each board, a shadow along its bottom and an end joint where it butts against the next. Long grain of uneven weight wavers along the boards, with fine grain and fibres between, and a few knots gather the grain round a darker heart. 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 a blue fill is blue-stained timber and a brown one is oak. A ui style names it with texture: 'wood', and a sprite can use the picture directly.

Features

  • Planks and seams — boards with lit lips, shadows and end joints, or run together with no seam.
  • Grain and knots — heavy and fine grain, fibres, and knots that bend the grain round them.
  • Tiling and grey — repeats both ways with no join, and takes any stain from the style.
  • Generated, not downloaded — painted once at startup; woodTexture() gives the same RGBA bytes for tools and tests.

Good for

  • Wooden panels, signs and buttons in farm and village games.
  • Pirate, medieval and adventure games, for wooden menus and signs.
  • A casual UI kit's cartoon blue wood, under a blue fill.
  • Sprites and backgrounds that need planks.

Make it yours

The options are name (the picture is ui-texture-<name>), size (the tile's side, 256 px), planks (across one tile, 3), grain (0 to 1, 0.7), knots (per tile, 2), seam (px, 3; 0 runs the planks together) and seed, which changes the boards but not their kind. A style then sets textureScale, textureStrength, textureAngle, textureMode and textureOn. Three seamed planks under brown make an oak sign; one board (planks: 1, seam: 0, knots: 0) with light grain, turned with textureAngle, makes a smooth painted panel.

A quick look

// manifest: … ui, ui-texture-wood
game.ui.panel({ w: 320, h: 200, style: { fill: '#3d8fe0', texture: 'wood', textureScale: 160, border: 4, borderColor: '#1d4f8f', textureOn: 'all' } });
game.spawn({ texture: 'ui-texture-wood', 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 woodTexture()'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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