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https://github.com/photonstorm/phaser
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filter test updates
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3f99b691c9
commit
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10 changed files with 120 additions and 4 deletions
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@ -17,6 +17,8 @@ Try out 150+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
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[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
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[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
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"Being negative is not how we make progress" - Larry Page, Google
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Welcome to Phaser
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BIN
examples/assets/sprites/phaser.png
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BIN
examples/assets/sprites/phaser.png
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After Width: | Height: | Size: 5.4 KiB |
68
examples/wip/filter.js
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68
examples/wip/filter.js
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@ -0,0 +1,68 @@
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PIXI.GreyFilter = function()
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{
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PIXI.AbstractFilter.call( this );
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this.passes = [this];
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// set the uniforms
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this.uniforms = {
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grey: {type: 'f', value: 1},
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};
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this.OLDfragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"uniform sampler2D uSampler;",
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"uniform float grey;",
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"void main(void) {",
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"gl_FragColor = texture2D(uSampler, vTextureCoord);",
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"gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126*gl_FragColor.r + 0.7152*gl_FragColor.g + 0.0722*gl_FragColor.b), grey);",
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"gl_FragColor = gl_FragColor * vColor;",
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"}"
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];
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}
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PIXI.GreyFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.GreyFilter.prototype.constructor = PIXI.GreyFilter;
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/**
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The strength of the grey. 1 will make the object black and white, 0 will make the object its normal color
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@property grey
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*/
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Object.defineProperty(PIXI.GreyFilter.prototype, 'grey', {
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get: function() {
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return this.uniforms.grey.value;
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},
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set: function(value) {
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this.uniforms.grey.value = value;
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}
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});
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('coke', 'assets/sprites/cokecan.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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function create() {
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game.add.sprite(60, 100, 'atari1');
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game.add.sprite(360, 200, 'coke');
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}
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function update() {
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}
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function render() {
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}
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45
examples/wip/filterconv.php
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examples/wip/filterconv.php
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<?php
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$output = "this.fragmentSrc = [\n";
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if (isset($_POST['shader']))
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{
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$shader = explode("\n", $_POST['shader']);
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for ($i = 0; $i < count($shader); $i++)
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{
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$output = $output . "\t\"" . trim($shader[$i]) . "\",\n";
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}
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}
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$output .= "];";
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?>
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<!doctype html>
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<html>
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<head>
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<meta charset="UTF-8" />
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<title>phaser - filter conv</title>
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<style>
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body {
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font-family: Arial;
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font-size: 14px;
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}
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</style>
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</head>
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<body>
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<form action="filterconv.php" method="post">
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<h2>Input</h2>
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<textarea name="shader" style="width: 800px; height: 400px"></textarea>
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<h2>Output</h2>
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<textarea style="width: 800px; height: 400px"><?php echo $output ?></textarea>
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<br />
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<input type="submit" value="Convert" />
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</form>
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</body>
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</html>
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BIN
resources/Phaser Logo/PNG/Phaser-2D-Flat.png
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BIN
resources/Phaser Logo/PNG/Phaser-2D-Flat.png
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After Width: | Height: | Size: 10 KiB |
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resources/Phaser Logo/PNG/Phaser-2D-Flat.psd
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resources/Phaser Logo/PNG/Phaser-2D-Flat.psd
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@ -270,8 +270,12 @@ Phaser.Animation.prototype = {
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else
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{
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame)
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{
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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}
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return true;
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}
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@ -474,7 +474,6 @@ PIXI.DisplayObject.prototype.removeFilter = function(data)
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{
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//if(!this.filter)return;
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//this.filter = false;
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console.log("YUOIO")
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// modify the list..
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var startBlock = data.start;
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@ -25,7 +25,6 @@ PIXI.WebGLRenderGroup = function(gl, transparent)
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this.batchs = [];
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this.toRemove = [];
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console.log(this.transparent)
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this.filterManager = new PIXI.WebGLFilterManager(this.transparent);
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}
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@ -93,7 +93,6 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(shader));
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return null;
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}
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