var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('ball', 'assets/sprites/pangball.png');
}
var ball;
var texture;
function create() {
// Here we'll create a renderTexture the same size as our game
texture = game.add.renderTexture(800, 600, 'mousetrail');
// This is the sprite that will be drawn to the texture
// Note that we 'make' it, not 'add' it, as we don't want it on the display list.
ball = game.make.sprite(0, 0, 'ball');
// ball = game.add.sprite(0, 0, 'ball');
ball.anchor.set(0.5);
// This is the sprite that is drawn to the display. We've given it the renderTexture as its texture.
game.add.sprite(0, 0, texture);
}
function update() {
// This time we'll draw the ball sprite twice, in a mirror effect
texture.renderXY(ball, game.input.activePointer.x, game.input.activePointer.y, true);
texture.renderXY(ball, game.input.activePointer.x, 600 - game.input.activePointer.y, false);
}