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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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2023-02-16 23:49:14 +00:00
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var Class = require('../utils/Class');
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2023-02-17 01:08:52 +00:00
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var Controller = require('./Controller');
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var FX_CONST = require('./const');
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/**
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* @classdesc
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*
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* @class Bokeh
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2023-02-17 01:08:52 +00:00
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* @extends Phaser.FX.Controller
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* @memberof Phaser.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
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* @param {number} [radius=0.5] - The radius of the bokeh effect.
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* @param {number} [amount=1] - The amount of the bokeh effect.
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* @param {number} [contrast=0.2] - The color contrast of the bokeh effect.
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* @param {boolean} [isTiltShift=false] - Is this a bokeh or Tile Shift effect?
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* @param {number} [blurX=1] - If Tilt Shift, the amount of horizontal blur.
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* @param {number} [blurY=1] - If Tilt Shift, the amount of vertical blur.
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* @param {number} [strength=1] - If Tilt Shift, the strength of the blur.
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*/
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var Bokeh = new Class({
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Extends: Controller,
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initialize:
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2023-02-16 23:06:53 +00:00
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function Bokeh (gameObject, radius, amount, contrast, isTiltShift, blurX, blurY, strength)
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{
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if (radius === undefined) { radius = 0.5; }
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if (amount === undefined) { amount = 1; }
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if (contrast === undefined) { contrast = 0.2; }
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if (isTiltShift === undefined) { isTiltShift = false; }
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if (blurX === undefined) { blurX = 1; }
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if (blurY === undefined) { blurY = 1; }
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if (strength === undefined) { strength = 1; }
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Controller.call(this, FX_CONST.BOKEH, gameObject);
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this.radius = radius;
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this.amount = amount;
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this.contrast = contrast;
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this.isTiltShift = isTiltShift;
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this.strength = strength;
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this.blurX = blurX;
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this.blurY = blurY;
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}
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});
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module.exports = Bokeh;
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