TransformerStamp
A RenderNode which computes and stores the world-space quad vertices for a single Stamp-like GameObject, such as a Stamp or similar object that renders directly into world space without being affected by the camera transform.
This is a modified version of the TransformerImage RenderNode. Unlike TransformerImage, this node skips the camera matrix multiplication entirely, meaning the resulting quad coordinates are in world space rather than camera-projected screen space. This makes it suitable for objects that manage their own world-to-screen positioning, such as the Stamp Game Object.
During the run call, the node applies the GameObject's position, rotation, scale, flip, and display origin to compute the final four corner vertices of the rendered quad, storing them in the quad Float32Array. Vertex rounding is also applied when appropriate to prevent sub-pixel rendering artefacts.
Constructor
new TransformerStamp(manager, [config])
Parameters
| name | type | optional | description |
|---|---|---|---|
| manager | Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager | No | The manager that owns this RenderNode. |
| config | object | Yes | The configuration object for this RenderNode. |
Scope: static
Extends
Source: src/renderer/webgl/renderNodes/transformer/TransformerStamp.js#L12
Since: 4.0.0
Inherited Members
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Members
quad
quad: Float32Array
Description:
A Float32Array containing the eight vertex coordinates (x, y pairs for each of the four corners) of the transformed quad, written during run and consumed by subsequent renderer nodes to draw the GameObject.
Source: src/renderer/webgl/renderNodes/transformer/TransformerStamp.js#L57
Since: 4.0.0
Inherited Methods
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Methods
run
<instance> run(drawingContext, gameObject, texturerNode, [parentMatrix], [element])
Description:
Computes the world-space quad vertices for the given Stamp-like GameObject and stores them in the quad Float32Array for use by subsequent render nodes. The camera matrix is intentionally excluded from this calculation.
The method resolves the frame offset and display origin into local-space corner coordinates, applies horizontal and vertical flipping (adjusting the offset when no custom pivot is set), then builds the sprite transform matrix from the GameObject's position, rotation, and scale. The four corner vertices are projected through that matrix via setQuad and, when vertex rounding is required, each coordinate is rounded to the nearest integer to avoid sub-pixel rendering artefacts.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| drawingContext | Phaser.Renderer.WebGL.DrawingContext | No | The current drawing context. |
| gameObject | Phaser.GameObjects.GameObject | No | The GameObject being rendered. |
| texturerNode | Phaser.Renderer.WebGL.RenderNodes.RenderNode | No | The texturer node used to texture the GameObject. This contains relevant data on the dimensions of the object. |
| parentMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | This transform matrix is defined if the game object is nested. It is unused here. |
| element | object | Yes | The specific element within the game object. This is used for objects that consist of multiple quads. It is unused here. |
Overrides: Phaser.Renderer.WebGL.RenderNodes.RenderNode#run
Source: src/renderer/webgl/renderNodes/transformer/TransformerStamp.js#L74
Since: 4.0.0