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Rendu des textures

/SKILL

Utilisez cette compétence lorsque vous utilisez RenderTexture ou DynamicTexture dans Phaser 4. Elle couvre le dessin d'objets de jeu sur des textures,

phaserjsphaserjs
40.3k
21 mai 2026
MIT License
// contenu du skill

name: render-textures

description: "Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on: RenderTexture, DynamicTexture, snapshot, draw to texture, stamp."


Render Textures and Dynamic Textures

Drawing game objects to off-screen textures in Phaser 4 -- RenderTexture game object, DynamicTexture for shared textures, the Stamp helper, command-buffer rendering, snapshots, procedural generation, and minimap patterns.

Key source paths: src/gameobjects/rendertexture/, src/textures/DynamicTexture.js, src/gameobjects/stamp/, src/textures/typedefs/StampConfig.js, src/textures/typedefs/CaptureConfig.js

Related skills: ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md, ../cameras/SKILL.md

Quick Start

js
// In a Scene's create() method:

// 1. RenderTexture -- a visible game object with its own DynamicTexture
const rt = this.add.renderTexture(400, 300, 256, 256);
rt.draw('player', 128, 128);          // draw a texture by key at center
rt.fill(0x222244, 0.5);               // semi-transparent fill
rt.render();                           // flush the command buffer

// 2. DynamicTexture -- a shared texture in the Texture Manager
const dt = this.textures.addDynamicTexture('composite', 512, 512);
dt.stamp('coin', null, 64, 64, { scale: 2, angle: 45 });
dt.render();
this.add.image(400, 300, 'composite'); // any game object can use it

// 3. Stamp game object -- lightweight Image that ignores camera scroll
const hud = this.add.stamp(10, 10, 'heart');

Core Concepts

RenderTexture vs DynamicTexture

Phaser 4 splits texture-drawing into two layers:

RenderTextureDynamicTexture
What it isImage game object + auto-created DynamicTextureTexture in the Texture Manager
Created viathis.add.renderTexture(x, y, w, h)this.textures.addDynamicTexture(key, w, h)
Visible on its ownYes (it extends Image)No (must be assigned to a game object)
Shared across objectsPossible via saveTexture(key)Yes, by key
Cross-scene useNo (belongs to one Scene)Yes (textures are global)
Has position/scale/alphaYes (all Image components)No (it is a Texture, not a GameObject)

When to use which:

  • Use RenderTexture when you need a single visible surface you draw onto (paint canvas, trail effect, composite sprite).
  • Use DynamicTexture when many game objects share the same generated texture, or you need a texture for masks/shaders, or you need cross-scene access.

RenderTexture is a thin proxy. Methods like draw(), stamp(), fill(), clear(), erase(), snapshot() all delegate to its underlying this.texture (a DynamicTexture).

Origin note: RenderTexture extends Image, so its origin defaults to (0.5, 0.5). If you want top-left positioning (common for full-screen or minimap RTs), call rt.setOrigin(0, 0).

The Command Buffer (v4 Architecture)

In Phaser 4, drawing calls (draw, stamp, fill, clear, erase, repeat, capture) do not execute immediately. They push commands into a commandBuffer array. You must call .render() to flush and execute the buffer.

js
rt.clear();
rt.fill(0x000000);
rt.draw(sprite, 128, 128);
rt.render();  // REQUIRED -- nothing appears without this

For RenderTexture game objects, the renderMode property controls automatic rendering:

ModeBehavior
'render' (default)Draws the texture contents to the frame each tick. You call render() manually when content changes.
'redraw'Calls render() automatically every frame but does NOT display itself. Useful for textures reused by other objects.
'all'Calls render() every frame AND draws itself to the frame.
js
rt.setRenderMode('all');       // auto-render + display every frame
rt.setRenderMode('all', true); // same, plus preserve the command buffer

Preserve Mode

By default the command buffer clears after render(). Call preserve(true) to keep commands between renders, so the same drawing replays each frame:

js
rt.preserve(true);
rt.clear();
rt.draw(sprite);
// On every subsequent render(), clear + draw will repeat

Stamp Game Object

Stamp (this.add.stamp(x, y, texture, frame)) is a lightweight Image subclass that ignores camera scroll and transform during rendering. It is used internally by DynamicTexture for drawing operations and is also useful for HUD elements. It extends Image with custom render nodes (DefaultStampNodes).

The stamp() Method vs the Stamp Game Object

These are different things:

  • **rt.stamp(key, frame, x, y, config)** -- a method on RenderTexture/DynamicTexture that draws a texture frame to the surface with transform options (alpha, tint, angle, scale, origin, blendMode).
  • **this.add.stamp(x, y, texture, frame)** -- a factory that creates
// source originale publique
phaserjs/phaser
/skills/render-textures/SKILL.md
Licence : MIT License
Projet indépendant, non affilié à Anthropic. Ce skill reste la propriété de son auteur original.
// installer ce skill
Collez cette commande dans votre terminal à la racine de votre projet :
mkdir -p .claude/commands && curl -o ".claude/commands/SKILL.md" "https://raw.githubusercontent.com/phaserjs/phaser/master/skills/render-textures/SKILL.md"
Ensuite dans Claude Code, tapez /SKILL pour l'activer.
open_in_newVoir la source originale
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// informations
Créateurphaserjs
Étoiles 40.3k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
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