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Phaser 3 texture getPixels (plural)

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Hi all,

I have been unable to find a method to get all the pixel data from a cached image / texture in Phaser 3. Is anyone aware of a way?

I am aware of the textures.getPixel method https://photonstorm.github.io/phaser3-docs/Phaser.Textures.TextureManager.html#getPixel__anchor but this is only a single pixel method, is incredibly inefficient / slow when iterating across a whole image.

There were a number of ways to get all the image pixel data in Phaser 2 in one go; you could use getPixels from a renderTexture or a bitmapData.context. There is no such method in Phaser3 renderTexture, and there is no bitmapData any more.

Any help will be greatly appreciated!


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If you look at the source of getPixel (https://github.com/photonstorm/phaser/tree/v3.12.0/src/textures/TextureManager.js#L907) it seems trivial to add getPixels.

All you need to do is make sure this line gets called with x,y,width,height:

var rgb = ctx.getImageData(0, 0, 1, 1);

Not a user of Phaser 3 yet, so maybe Rich has a more obvious solution.

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Thanks @Milton, @rich. It wasn't quite as trivial as I'd hoped, so I've probably gone around the houses with my solution. In case anyone's interested, I added the following method to the TextureManager to provide getPixels functionality.

     * Given a Texture this method will return an Object containing w, h and Uint8ClampedArray
     * of pixel data at the location in the Texture.
     * @param {string} key - The unique string-based key of the Texture.
     * @param {(string|integer)} frame - The string or index of the Frame.
     * @return An object populated with the w, h and Uint8ClampedArray of pixel values of the requested texture
     * or `null` if not found were out of bounds.
    game.textures.getPixelsData = function(key, frame) {

        let textureFrame = this.getFrame(key, frame);

        if (textureFrame) {

            let w = textureFrame.width;
            let h = textureFrame.height;

            // have to create new as _tempCanvas is only 1x1
            let cnv = this.createCanvas('temp', w, h); // CONST.CANVAS, true);
            let ctx = cnv.getContext('2d');

            ctx.clearRect(0, 0, w, h);
            ctx.drawImage(textureFrame.source.image, 0, 0, w, h, 0, 0, w, h);

//            cnv.destroy();

            let rv = ctx.getImageData(0, 0, w, h);

            // add handy little method for converting specific pixel to Color object
            rv.getColorAt = function(x, y) {
                return new Phaser.Display.Color(

            return rv;

        return null;

And it can be used in the following way.

// get all pixel data for cached image
let data = this.textures.getPixelsData('myImage');

// get colour of pixel at x = 3, y = 2
let col = data.getColorAt(3, 2)

This is significantly faster than repeatedly calling this.textures.getPixel(3, 2, 'myImage') but I'm sure it could be optimised further.

Thanks for the help!

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12 minutes ago, rich said:

This is a lot easier :)

var src = this.textures.get('imageName').getSourceImage();

var canvas = this.textures.createCanvas('canvasName', src.width, src.height);

canvas.draw(0, 0, src);

//  You can now access the CanvasTexture properties, such as canvas.imageData to get all the pixels.


I don't see any difference.
And fazz's getPixels is a lot more consistent.
Makes sense to just have it in TextureManager.

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