Phaser Class: Create

## Phaser. Create

#### new Create(game)

  The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content
  quickly and easily, without the need for any external files. You can create textures for sprites and in
  coming releases we'll add dynamic sound effect generation support as well (like sfxr).

  Access this via `Game.create` (`this.game.create` from within a State object)

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | Game reference to the currently running game.

  Source - core/Create.js, line 18

### Members

#### <static, constant> PALETTE_ARNE :number

  A 16 color palette by Arne

  Source - core/Create.js, line 58

#### <static, constant> PALETTE_C64 :number

  A 16 color C64 inspired palette.

  Source - core/Create.js, line 79

#### <static, constant> PALETTE_CGA :number

  A 16 color CGA inspired palette.

  Source - core/Create.js, line 72

#### <static, constant> PALETTE_JAPANESE_MACHINE :number

  A 16 color palette inspired by Japanese computers like the MSX.

  Source - core/Create.js, line 86

#### <static, constant> PALETTE_JMP :number

  A 16 color JMP inspired palette.

  Source - core/Create.js, line 65

#### bmd :Phaser.BitmapData

  The internal BitmapData Create uses to generate textures from.

  Source - core/Create.js, line 28

#### canvas :HTMLCanvasElement

  The canvas the BitmapData uses.

  Source - core/Create.js, line 33

#### ctx

  ##### Properties:

  Name | Type | Description
  --- | --- | ---
  `context` | CanvasRenderingContext2D | The 2d context of the canvas.

  Source - core/Create.js, line 38

#### game :Phaser.Game

  A reference to the currently running Game.

  Source - core/Create.js, line 23

#### palettes :array

  A range of 16 color palettes for use with sprite generation.

  Source - core/Create.js, line 43

### Methods

#### grid(key, width, height, cellWidth, cellHeight, color) → {PIXI.Texture}

  Creates a grid texture based on the given dimensions.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `key` | string | The key used to store this texture in the Phaser Cache.
  `width` | integer | The width of the grid in pixels.
  `height` | integer | The height of the grid in pixels.
  `cellWidth` | integer | The width of the grid cells in pixels.
  `cellHeight` | integer | The height of the grid cells in pixels.
  `color` | string | The color to draw the grid lines in. Should be a Canvas supported color string like `#ff5500` or `rgba(200,50,3,0.5)`.

  ##### Returns:

  PIXI.Texture -

  The newly generated texture.

  Source - core/Create.js, line 162

#### texture(key, data, pixelWidth, pixelHeight, palette) → {PIXI.Texture}

  Generates a new PIXI.Texture from the given data, which can be applied to a Sprite.

  This allows you to create game graphics quickly and easily, with no external files but that use actual proper images
  rather than Phaser.Graphics objects, which are expensive to render and limited in scope.

  Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts.

  For example:

  `var data = [ ' 333 ', ' 777 ', 'E333E', ' 333 ', ' 3 3 ' ];`

  `game.create.texture('bob', data);`

  The above will create a new texture called `bob`, which will look like a little man wearing a hat. You can then use it
  for sprites the same way you use any other texture: `game.add.sprite(0, 0, 'bob');`

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `key` | string |  |  | The key used to store this texture in the Phaser Cache.
  `data` | array |  |  | An array of pixel data.
  `pixelWidth` | integer | <optional> | 8 | The width of each pixel.
  `pixelHeight` | integer | <optional> | 8 | The height of each pixel.
  `palette` | integer | <optional> | 0 | The palette to use when rendering the texture. One of the Phaser.Create.PALETTE consts.

  ##### Returns:

  PIXI.Texture -

  The newly generated texture.

  Source - core/Create.js, line 90