phaser/src/gameobjects/pointlight/PointLightFactory.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GameObjectFactory = require('../GameObjectFactory');
var PointLight = require('./PointLight');
/**
* Creates a new Point Light Game Object and adds it to the Scene.
*
* Note: This method will only be available if the Point Light Game Object has been built into Phaser.
*
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* The Point Light Game Object provides a way to add a point light effect into your game,
* without the expensive shader processing requirements of the traditional Light Game Object.
*
* The difference is that the Point Light renders using a custom shader, designed to give the
* impression of a point light source, of variable radius, intensity and color, in your game.
* However, unlike the Light Game Object, it does not impact any other Game Objects, or use their
* normal maps for calcuations. This makes them extremely fast to render compared to Lights
* and perfect for special effects, such as flickering torches or muzzle flashes.
*
* For maximum performance you should batch Point Light Game Objects together. This means
* ensuring they follow each other consecutively on the display list. Ideally, use a Layer
* Game Object and then add just Point Lights to it, so that it can batch together the rendering
* of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in
* your game then it's perfectly safe to mix them into the dislay list as normal. However, if
* you're using a large number of them, please consider how they are mixed into the display list.
*
* The renderer will automatically cull Point Lights. Those with a radius that does not intersect
* with the Camera will be skipped in the rendering list. This happens automatically and the
* culled state is refreshed every frame, for every camera.
*
* The origin of a Point Light is always 0.5 and it cannot be changed.
*
* Point Lights are a WebGL only feature and do not have a Canvas counterpart.
*
* @method Phaser.GameObjects.GameObjectFactory#pointlight
* @since 3.50.0
*
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* @param {number} x - The horizontal position of this Point Light in the world.
* @param {number} y - The vertical position of this Point Light in the world.
* @param {number} [color=0xffffff] - The color of the Point Light, given as a hex value.
* @param {number} [radius=128] - The radius of the Point Light.
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* @param {number} [intensity=1] - The intensity, or color blend, of the Point Light.
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* @param {number} [attenuation=0.1] - The attenuation of the Point Light. This is the reduction of light from the center point.
*
* @return {Phaser.GameObjects.PointLight} The Game Object that was created.
*/
GameObjectFactory.register('pointlight', function (x, y, color, radius, intensity, attenuation)
{
return this.displayList.add(new PointLight(this.scene, x, y, color, radius, intensity, attenuation));
});