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Version: Phaser v3.88.2

TextureManager

When Phaser boots it will create an instance of this Texture Manager class.

It is a global manager that handles all textures in your game. You can access it from within

a Scene via the this.textures property.

Its role is as a manager for all textures that your game uses. It can create, update and remove

textures globally, as well as parse texture data from external files, such as sprite sheets

and texture atlases.

Sprites and other texture-based Game Objects get their texture data directly from this class.

Constructor

new TextureManager(game)

Parameters

nametypeoptionaldescription
gamePhaser.GameNoThe Phaser.Game instance this Texture Manager belongs to.

Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/textures/TextureManager.js#L32
Since: 3.0.0

Public Members

game

game: Phaser.Game

Description:

The Game that the Texture Manager belongs to.

A game will only ever have one instance of a Texture Manager.

Source: src/textures/TextureManager.js#L63
Since: 3.0.0


list

list: object

Description:

This object contains all Textures that belong to this Texture Manager.

Textures are identified by string-based keys, which are used as the property

within this object. Therefore, you can access any texture directly from this

object without any iteration.

You should not typically modify this object directly, but instead use the

methods provided by the Texture Manager to add and remove entries from it.

Source: src/textures/TextureManager.js#L84
Since: 3.0.0


name

name: string

Description:

The internal name of this manager.

Source: src/textures/TextureManager.js#L74
Since: 3.0.0


silentWarnings

silentWarnings: boolean

Description:

If this flag is true then the Texture Manager will never emit any

warnings to the console log that report missing textures.

Source: src/textures/TextureManager.js#L157
Since: 3.60.0


stamp

stamp: Phaser.GameObjects.Image

Description:

An Image Game Object that belongs to this Texture Manager.

Used as a drawing stamp within Dynamic Textures.

This is not part of the display list and doesn't render.

Source: src/textures/TextureManager.js#L134
Since: 3.60.0


stampCrop

stampCrop: Phaser.Geom.Rectangle

Description:

The crop Rectangle as used by the Stamp when it needs to crop itself.

Source: src/textures/TextureManager.js#L148
Since: 3.60.0


Inherited Methods

From Phaser.Events.EventEmitter:


Public Methods

addAtlas

<instance> addAtlas(key, source, data, [dataSource])

Description:

Adds a Texture Atlas to this Texture Manager.

In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,

such as those exported by applications like Texture Packer.

It can accept either JSON Array or JSON Hash formats, as exported by Texture Packer and similar software.

As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElement | Array.<HTMLImageElement>Phaser.Textures.TextureNo
dataobject | Array.<object>NoThe Texture Atlas data/s.
dataSourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Source: src/textures/TextureManager.js#L804
Since: 3.0.0


addAtlasJSONArray

<instance> addAtlasJSONArray(key, source, data, [dataSource])

Description:

Adds a Texture Atlas to this Texture Manager.

In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,

such as those exported by applications like Texture Packer.

The frame data of the atlas must be stored in an Array within the JSON.

This is known as a JSON Array in software such as Texture Packer.

As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElement | Array.<HTMLImageElement>Phaser.Textures.TextureNo
dataobject | Array.<object>NoThe Texture Atlas data/s.
dataSourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L837
Since: 3.0.0


addAtlasJSONHash

<instance> addAtlasJSONHash(key, source, data, [dataSource])

Description:

Adds a Texture Atlas to this Texture Manager.

In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,

such as those exported by applications like Texture Packer.

The frame data of the atlas must be stored in an Object within the JSON.

This is known as a JSON Hash in software such as Texture Packer.

As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElement | Array.<HTMLImageElement>Phaser.Textures.TextureNo
dataobject | Array.<object>NoThe Texture Atlas data/s.
dataSourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L906
Since: 3.0.0


addAtlasXML

<instance> addAtlasXML(key, source, data, [dataSource])

Description:

Adds a Texture Atlas to this Texture Manager.

In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file,

such as those exported by applications like Texture Packer.

The frame data of the atlas must be stored in an XML file.

As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElement | Phaser.Textures.TextureNoThe source Image element, or a Phaser Texture.
dataobjectNoThe Texture Atlas XML data.
dataSourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L969
Since: 3.7.0


addBase64

<instance> addBase64(key, data)

Description:

Adds a new Texture to the Texture Manager created from the given Base64 encoded data.

It works by creating an Image DOM object, then setting the src attribute to

the given base64 encoded data. As a result, the process is asynchronous by its nature,

so be sure to listen for the events this method dispatches before using the texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
data*NoThe Base64 encoded data.

Returns: Phaser.Textures.TextureManager - This Texture Manager instance.

Fires: Phaser.Textures.Events#event:ADD, Phaser.Textures.Events#event:ERROR, Phaser.Textures.Events#event:LOAD

Source: src/textures/TextureManager.js#L334
Since: 3.0.0


addCanvas

<instance> addCanvas(key, source, [skipCache])

Description:

Creates a new Canvas Texture object from an existing Canvas element

and adds it to this Texture Manager, unless skipCache is true.

Parameters:

nametypeoptionaldefaultdescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLCanvasElementNoThe Canvas element to form the base of the new Texture.
skipCachebooleanYesfalseSkip adding this Texture into the Cache?

Returns: Phaser.Textures.CanvasTexture - The Canvas Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L710
Since: 3.0.0


addCompressedTexture

<instance> addCompressedTexture(key, textureData, [atlasData])

Description:

Adds a Compressed Texture to this Texture Manager.

The texture should typically have been loaded via the CompressedTextureFile loader,

in order to prepare the correct data object this method requires.

You can optionally also pass atlas data to this method, in which case a texture atlas

will be generated from the given compressed texture, combined with the atlas data.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
textureDataPhaser.Types.Textures.CompressedTextureDataNoThe Compressed Texture data object.
atlasDataobjectYesOptional Texture Atlas data.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L527
Since: 3.60.0


addDynamicTexture

<instance> addDynamicTexture(key, [width], [height])

Description:

Creates a Dynamic Texture instance and adds itself to this Texture Manager.

A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of

Game Objects directly to it.

You can take many complex objects and draw them to this one texture, which can then be used as the

base texture for other Game Objects, such as Sprites. Should you then update this texture, all

Game Objects using it will instantly be updated as well, reflecting the changes immediately.

It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke

expensive GPU uploads on each change.

See the methods available on the DynamicTexture class for more details.

Optionally, you can also pass a Dynamic Texture instance to this method to have

it added to the Texture Manager.

Parameters:

nametypeoptionaldefaultdescription
keystring | Phaser.Textures.DynamicTextureNoThe string-based key of this Texture. Must be unique within the Texture Manager. Or, a DynamicTexture instance.
widthnumberYes256The width of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key.
heightnumberYes256The height of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key.

Returns: Phaser.Textures.DynamicTexture - The Dynamic Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L747
Since: 3.60.0


addGLTexture

<instance> addGLTexture(key, glTexture)

Description:

Takes a WebGLTextureWrapper and creates a Phaser Texture from it, which is added to the Texture Manager using the given key.

This allows you to then use the Texture as a normal texture for texture based Game Objects like Sprites.

This is a WebGL only feature.

Prior to Phaser 3.80.0, this method took a bare WebGLTexture

as the glTexture parameter. You must now wrap the WebGLTexture in a

WebGLTextureWrapper instance before passing it to this method.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
glTexturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoThe source Render Texture.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L487
Since: 3.19.0


addImage

<instance> addImage(key, source, [dataSource])

Description:

Adds a new Texture to the Texture Manager created from the given Image element.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElementNoThe source Image element.
dataSourceHTMLImageElement | HTMLCanvasElementYesAn optional data Image element.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L452
Since: 3.0.0


addRenderTexture

<instance> addRenderTexture(key, renderTexture)

Description:

Adds a Render Texture to the Texture Manager using the given key.

This allows you to then use the Render Texture as a normal texture for texture based Game Objects like Sprites.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
renderTexturePhaser.GameObjects.RenderTextureNoThe source Render Texture.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L589
Since: 3.12.0


addSpriteSheet

<instance> addSpriteSheet(key, source, config, [dataSource])

Description:

Adds a Sprite Sheet to this Texture Manager.

In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact

same size and cannot be trimmed or rotated. This is different to a Texture Atlas, created by tools such as

Texture Packer, and more akin with the fixed-frame exports you get from apps like Aseprite or old arcade

games.

As of Phaser 3.60 you can use this method to add a sprite sheet to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture. Give an empty string if you provide a Phaser Texture as the 2nd argument.
sourceHTMLImageElement | Phaser.Textures.TextureNoThe source Image element, or a Phaser Texture.
configPhaser.Types.Textures.SpriteSheetConfigNoThe configuration object for this Sprite Sheet.
dataSourceHTMLImageElement | HTMLCanvasElementYesAn optional data Image element.

Returns: Phaser.Textures.Texture - The Texture that was created or updated, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L1071
Since: 3.0.0


addSpriteSheetFromAtlas

<instance> addSpriteSheetFromAtlas(key, config)

Description:

Adds a Sprite Sheet to this Texture Manager, where the Sprite Sheet exists as a Frame within a Texture Atlas.

In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact

same size and cannot be trimmed or rotated.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
configPhaser.Types.Textures.SpriteSheetFromAtlasConfigNoThe configuration object for this Sprite Sheet.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L1125
Since: 3.0.0


addUint8Array

<instance> addUint8Array(key, data, width, height)

Description:

Creates a texture from an array of colour data.

This is only available in WebGL mode.

If the dimensions provided are powers of two, the resulting texture

will be automatically set to wrap by the WebGL Renderer.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
dataUint8ArrayNoThe color data for the texture.
widthnumberNoThe width of the texture.
heightnumberNoThe height of the texture.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L1184
Since: 3.80.0


addUnityAtlas

<instance> addUnityAtlas(key, source, data, [dataSource])

Description:

Adds a Unity Texture Atlas to this Texture Manager.

In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file,

such as those exported by applications like Texture Packer or Unity.

The frame data of the atlas must be stored in a Unity YAML file.

As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElementNoThe source Image element.
dataobjectNoThe Texture Atlas data.
dataSourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Fires: Phaser.Textures.Events#event:ADD

Source: src/textures/TextureManager.js#L1020
Since: 3.0.0


checkKey

<instance> checkKey(key)

Description:

Checks the given texture key and throws a console.warn if the key is already in use, then returns false.

If you wish to avoid the console.warn then use TextureManager.exists instead.

Parameters:

nametypeoptionaldescription
keystringNoThe texture key to check.

Returns: boolean - true if it's safe to use the texture key, otherwise false.

Source: src/textures/TextureManager.js#L236
Since: 3.7.0


cloneFrame

<instance> cloneFrame(key, frame)

Description:

Takes a Texture key and Frame name and returns a clone of that Frame if found.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
framestring | numberNoThe string or index of the Frame to be cloned.

Returns: Phaser.Textures.Frame - A Clone of the given Frame.

Source: src/textures/TextureManager.js#L1305
Since: 3.0.0


create

<instance> create(key, source, [width], [height])

Description:

Creates a new Texture using the given source and dimensions.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
sourceHTMLImageElement | HTMLCanvasElementArray.<HTMLImageElement>Array.<HTMLCanvasElement>
widthnumberYesThe width of the Texture. This is optional and automatically derived from the source images.
heightnumberYesThe height of the Texture. This is optional and automatically derived from the source images.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Source: src/textures/TextureManager.js#L1223
Since: 3.0.0


createCanvas

<instance> createCanvas(key, [width], [height])

Description:

Creates a new Texture using a blank Canvas element of the size given.

Canvas elements are automatically pooled and calling this method will

extract a free canvas from the CanvasPool, or create one if none are available.

Parameters:

nametypeoptionaldefaultdescription
keystringNoThe unique string-based key of the Texture.
widthnumberYes256The width of the Canvas element.
heightnumberYes256The height of the Canvas element.

Returns: Phaser.Textures.CanvasTexture - The Canvas Texture that was created, or null if the key is already in use.

Source: src/textures/TextureManager.js#L680
Since: 3.0.0


destroy

<instance> destroy()

Description:

Destroys the Texture Manager and all Textures stored within it.

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/textures/TextureManager.js#L1620
Since: 3.0.0


each

<instance> each(callback, scope, [args])

Description:

Passes all Textures to the given callback.

Parameters:

nametypeoptionaldescription
callbackEachTextureCallbackNoThe callback function to be sent the Textures.
scopeobjectNoThe value to use as this when executing the callback.
args*YesAdditional arguments that will be passed to the callback, after the child.

Source: src/textures/TextureManager.js#L1564
Since: 3.0.0


exists

<instance> exists(key)

Description:

Checks the given key to see if a Texture using it exists within this Texture Manager.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.

Returns: boolean - Returns true if a Texture matching the given key exists in this Texture Manager.

Source: src/textures/TextureManager.js#L1250
Since: 3.0.0


generate

<instance> generate(key, config)

Description:

Creates a new Texture using the given config values.

Generated textures consist of a Canvas element to which the texture data is drawn.

Generates a texture based on the given Create configuration object.

The texture is drawn using a fixed-size indexed palette of 16 colors, where the hex value in the

data cells map to a single color. For example, if the texture config looked like this:


var star = [

'.....828.....',

'....72227....',

'....82228....',

'...7222227...',

'2222222222222',

'8222222222228',

'.72222222227.',

'..787777787..',

'..877777778..',

'.78778887787.',

'.27887.78872.',

'.787.....787.'

];



this.textures.generate('star', { data: star, pixelWidth: 4 });

Then it would generate a texture that is 52 x 48 pixels in size, because each cell of the data array

represents 1 pixel multiplied by the pixelWidth value. The cell values, such as 8, maps to color

number 8 in the palette. If a cell contains a period character . then it is transparent.

The default palette is Arne16, but you can specify your own using the palette property.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
configPhaser.Types.Create.GenerateTextureConfigNoThe configuration object needed to generate the texture.

Returns: Phaser.Textures.Texture - The Texture that was created, or null if the key is already in use.

Source: src/textures/TextureManager.js#L619
Since: 3.0.0


get

<instance> get(key)

Description:

Returns a Texture from the Texture Manager that matches the given key.

If the key is undefined it will return the __DEFAULT Texture.

If the key is an instance of a Texture, it will return the instance.

If the key is an instance of a Frame, it will return the frames parent Texture instance.

Finally, if the key is given, but not found, and not a Texture or Frame instance, it will return the __MISSING Texture.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Textures.TexturePhaser.Textures.FrameNo

Returns: Phaser.Textures.Texture - The Texture matching the given key.

Source: src/textures/TextureManager.js#L1265
Since: 3.0.0


getBase64

<instance> getBase64(key, [frame], [type], [encoderOptions])

Description:

Gets an existing texture frame and converts it into a base64 encoded image and returns the base64 data.

You can also provide the image type and encoder options.

This will only work with bitmap based texture frames, such as those created from Texture Atlases.

It will not work with GL Texture objects, such as Shaders, or Render Textures. For those please

see the WebGL Snapshot function instead.

Parameters:

nametypeoptionaldefaultdescription
keystringNoThe unique string-based key of the Texture.
framestring | numberYesThe string-based name, or integer based index, of the Frame to get from the Texture.
typestringYes"'image/png'"A DOMString indicating the image format. The default format type is image/png.
encoderOptionsnumberYes0.92A Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp. If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored.

Returns: string - The base64 encoded data, or an empty string if the texture frame could not be found.

Source: src/textures/TextureManager.js#L387
Since: 3.12.0


getFrame

<instance> getFrame(key, [frame])

Description:

Takes a Texture key and Frame name and returns a reference to that Frame, if found.

Parameters:

nametypeoptionaldescription
keystringNoThe unique string-based key of the Texture.
framestring | numberYesThe string-based name, or integer based index, of the Frame to get from the Texture.

Returns: Phaser.Textures.Frame - A Texture Frame object.

Source: src/textures/TextureManager.js#L1324
Since: 3.0.0


getPixel

<instance> getPixel(x, y, key, [frame])

Description:

Given a Texture and an x and y coordinate this method will return a new

Color object that has been populated with the color and alpha values of the pixel

at that location in the Texture.

Parameters:

nametypeoptionaldescription
xnumberNoThe x coordinate of the pixel within the Texture.
ynumberNoThe y coordinate of the pixel within the Texture.
keystringNoThe unique string-based key of the Texture.
framestring | numberYesThe string or index of the Frame.

Returns: Phaser.Display.Color - A Color object populated with the color values of the requested pixel,

or null if the coordinates were out of bounds.

Source: src/textures/TextureManager.js#L1413
Since: 3.0.0


getPixelAlpha

<instance> getPixelAlpha(x, y, key, [frame])

Description:

Given a Texture and an x and y coordinate this method will return a value between 0 and 255

corresponding to the alpha value of the pixel at that location in the Texture. If the coordinate

is out of bounds it will return null.

Parameters:

nametypeoptionaldescription
xnumberNoThe x coordinate of the pixel within the Texture.
ynumberNoThe y coordinate of the pixel within the Texture.
keystringNoThe unique string-based key of the Texture.
framestring | numberYesThe string or index of the Frame.

Returns: number - A value between 0 and 255, or null if the coordinates were out of bounds.

Source: src/textures/TextureManager.js#L1460
Since: 3.10.0


getTextureKeys

<instance> getTextureKeys()

Description:

Returns an array with all of the keys of all Textures in this Texture Manager.

The output array will exclude the __DEFAULT, __MISSING, __WHITE, and __NORMAL keys.

Returns: Array.<string> - An array containing all of the Texture keys stored in this Texture Manager.

Source: src/textures/TextureManager.js#L1389
Since: 3.0.0


parseFrame

<instance> parseFrame(key)

Description:

Parses the 'key' parameter and returns a Texture Frame instance.

It can accept the following formats:

  1. A string

  2. An array where the elements are: [ key, [frame] ]

  3. An object with the properties: { key, [frame] }

  4. A Texture instance - which returns the default frame from the Texture

  5. A Frame instance - returns itself

Parameters:

nametypeoptionaldescription
keystring | arrayobjectPhaser.Textures.Texture

Returns: Phaser.Textures.Frame - A Texture Frame object, if found, or undefined if not.

Source: src/textures/TextureManager.js#L1343
Since: 3.60.0


remove

<instance> remove(key)

Description:

Removes a Texture from the Texture Manager and destroys it. This will immediately

clear all references to it from the Texture Manager, and if it has one, destroy its

WebGLTexture. This will emit a removetexture event.

Note: If you have any Game Objects still using this texture they will start throwing

errors the next time they try to render. Make sure that removing the texture is the final

step when clearing down to avoid this.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Textures.TextureNoThe key of the Texture to remove, or a reference to it.

Returns: Phaser.Textures.TextureManager - The Texture Manager.

Fires: Phaser.Textures.Events#event:REMOVE

Source: src/textures/TextureManager.js#L264
Since: 3.7.0


removeKey

<instance> removeKey(key)

Description:

Removes a key from the Texture Manager but does not destroy the Texture that was using the key.

Parameters:

nametypeoptionaldescription
keystringNoThe key to remove from the texture list.

Returns: Phaser.Textures.TextureManager - The Texture Manager.

Source: src/textures/TextureManager.js#L314
Since: 3.17.0


renameTexture

<instance> renameTexture(currentKey, newKey)

Description:

Changes the key being used by a Texture to the new key provided.

The old key is removed, allowing it to be re-used.

Game Objects are linked to Textures by a reference to the Texture object, so

all existing references will be retained.

Parameters:

nametypeoptionaldescription
currentKeystringNoThe current string-based key of the Texture you wish to rename.
newKeystringNoThe new unique string-based key to use for the Texture.

Returns: boolean - true if the Texture key was successfully renamed, otherwise false.

Source: src/textures/TextureManager.js#L1530
Since: 3.12.0


resetStamp

<instance> resetStamp([alpha], [tint])

Description:

Resets the internal Stamp object, ready for drawing and returns it.

Parameters:

nametypeoptionaldefaultdescription
alphanumberYes1The alpha to use.
tintnumberYes"0xffffff"WebGL only. The tint color to use.

Returns: Phaser.GameObjects.Image - A reference to the Stamp Game Object.

Source: src/textures/TextureManager.js#L1591
Since: 3.60.0


setTexture

<instance> setTexture(gameObject, key, [frame])

Description:

Sets the given Game Objects texture and frame properties so that it uses

the Texture and Frame specified in the key and frame arguments to this method.

Parameters:

nametypeoptionaldescription
gameObjectPhaser.GameObjects.GameObjectNoThe Game Object the texture would be set on.
keystringNoThe unique string-based key of the Texture.
framestring | numberYesThe string or index of the Frame.

Returns: Phaser.GameObjects.GameObject - The Game Object the texture was set on.

Source: src/textures/TextureManager.js#L1506
Since: 3.0.0