Textures
CLAMP_TO_EDGE
CLAMP_TO_EDGE: number
Description:
Clamp to edge wrap mode. UV coordinates outside the [0, 1] range are clamped to the nearest edge of the texture. This stretches the edge pixels outward rather than repeating the texture, and is the default wrap mode for most textures in Phaser.
Source: src/textures/const-wrap.js#L20
Since: 4.0.0
REPEAT
REPEAT: number
Description:
Repeat wrap mode. The texture tiles seamlessly in both directions when UV coordinates exceed the [0, 1] range. Useful for repeating background patterns or tiling surfaces. Note that the texture dimensions must be powers of two for this mode to work correctly in WebGL.
Source: src/textures/const-wrap.js#L33
Since: 4.0.0
MIRRORED_REPEAT
MIRRORED_REPEAT: number
Description:
Mirrored repeat wrap mode. Similar to REPEAT, but the texture is flipped (mirrored) on each repetition. For example, a texture spanning UV 0–1 will appear mirrored from 1–2, normal from 2–3, and so on. This can produce smoother-looking tiling by eliminating visible seams at tile boundaries.
Source: src/textures/const-wrap.js#L46
Since: 4.0.0
LINEAR
LINEAR: number
Description:
Linear (bilinear) filter type. Smooths textures by interpolating between neighbouring pixels when scaling, producing a blended, anti-aliased result. Suitable for high-resolution artwork but will appear blurry on pixel art.
Source: src/textures/const.js#L18
Since: 3.0.0
NEAREST
NEAREST: number
Description:
Nearest neighbor filter type. Samples the single closest pixel when scaling, preserving hard edges and producing a crisp, blocky result. Ideal for pixel art games where texture sharpness is important.
Source: src/textures/const.js#L29
Since: 3.0.0
LINEAR
LINEAR: number
Description:
Linear filter type.
Source: src/textures/index.js#L15
Since: 3.0.0
NEAREST
NEAREST: number
Description:
Nearest Neighbor filter type.
Source: src/textures/index.js#L24
Since: 3.0.0