Phaser. Create

new Create(game)

The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content quickly and easily, without the need for any external files. You can create textures for sprites and in coming releases we'll add dynamic sound effect generation support as well (like sfxr).

Access this via State.create (or this.create from within a State object)

Parameters:
Name Type Description
game Phaser.Game

Game reference to the currently running game.

Source - core/Create.js, line 18

Members

<static, constant> PALETTE_ARNE :number

A 16 color palette by Arne

Source - core/Create.js, line 58

<static, constant> PALETTE_C64 :number

A 16 color C64 inspired palette.

Source - core/Create.js, line 79

<static, constant> PALETTE_CGA :number

A 16 color CGA inspired palette.

Source - core/Create.js, line 72

<static, constant> PALETTE_JAPANESE_MACHINE :number

A 16 color palette inspired by Japanese computers like the MSX.

Source - core/Create.js, line 86

<static, constant> PALETTE_JMP :number

A 16 color JMP inspired palette.

Source - core/Create.js, line 65

bmd :Phaser.BitmapData

The internal BitmapData Create uses to generate textures from.

Source - core/Create.js, line 28

canvas :HTMLCanvasElement

The canvas the BitmapData uses.

Source - core/Create.js, line 33

ctx

Properties:
Name Type Description
context CanvasRenderingContext2D

The 2d context of the canvas.

Source - core/Create.js, line 38

game :Phaser.Game

A reference to the currently running Game.

Source - core/Create.js, line 23

palettes :array

A range of 16 color palettes for use with sprite generation.

Source - core/Create.js, line 43

Methods

grid(key, width, height, cellWidth, cellHeight, color) → {PIXI.Texture}

Creates a grid texture based on the given dimensions.

Parameters:
Name Type Description
key string

The key used to store this texture in the Phaser Cache.

width integer

The width of the grid in pixels.

height integer

The height of the grid in pixels.

cellWidth integer

The width of the grid cells in pixels.

cellHeight integer

The height of the grid cells in pixels.

color string

The color to draw the grid lines in. Should be a Canvas supported color string like #ff5500 or rgba(200,50,3,0.5).

Returns:

The newly generated texture.

Source - core/Create.js, line 162

texture(key, data, pixelWidth, pixelHeight, palette) → {PIXI.Texture}

Generates a new PIXI.Texture from the given data, which can be applied to a Sprite.

This allows you to create game graphics quickly and easily, with no external files but that use actual proper images rather than Phaser.Graphics objects, which are expensive to render and limited in scope.

Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts.

For example:

var data = [ ' 333 ', ' 777 ', 'E333E', ' 333 ', ' 3 3 ' ];

game.create.texture('bob', data);

The above will create a new texture called bob, which will look like a little man wearing a hat. You can then use it for sprites the same way you use any other texture: game.add.sprite(0, 0, 'bob');

Parameters:
Name Type Argument Default Description
key string

The key used to store this texture in the Phaser Cache.

data array

An array of pixel data.

pixelWidth integer <optional>
8

The width of each pixel.

pixelHeight integer <optional>
8

The height of each pixel.

palette integer <optional>
0

The palette to use when rendering the texture. One of the Phaser.Create.PALETTE consts.

Returns:

The newly generated texture.

Source - core/Create.js, line 90