Phaser.RenderTexture = function (game, width, height) { // If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all this.exists = true; // This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering this.alive = true; this.group = null; this.name = ''; this.game = game; PIXI.EventTarget.call( this ); this.width = width || 100; this.height = height || 100; this.indetityMatrix = PIXI.mat3.create(); this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); if (PIXI.gl) { this.initWebGL(); } else { this.initCanvas(); } }; Phaser.RenderTexture.prototype = Phaser.Utils.extend(true, PIXI.RenderTexture.prototype); Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;