mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Trying out flash effect.
This commit is contained in:
parent
d19148aec0
commit
64cd88f7b4
4 changed files with 42 additions and 5 deletions
|
@ -4,6 +4,8 @@
|
|||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
// "First do it, then do it right, then do it better" - Addy Osmani
|
||||
|
||||
/**
|
||||
* @namespace Phaser
|
||||
*/
|
||||
|
@ -14,7 +16,7 @@ var Phaser = Phaser || { // jshint ignore:line
|
|||
* @constant
|
||||
* @type {string}
|
||||
*/
|
||||
VERSION: '3.0.0.r4',
|
||||
VERSION: '3.0.0.r5',
|
||||
|
||||
/**
|
||||
* An array of Phaser game instances.
|
||||
|
|
|
@ -522,8 +522,8 @@ Phaser.StateManager.prototype = {
|
|||
* @param {string} key - State key.
|
||||
* @private
|
||||
*/
|
||||
setCurrentState: function (key) {
|
||||
|
||||
setCurrentState: function (key)
|
||||
{
|
||||
this.callbackContext = this.states[key];
|
||||
|
||||
this.link(key);
|
||||
|
|
|
@ -69,10 +69,44 @@ Phaser.Renderer.Canvas.GameObjects.Image = {
|
|||
|
||||
var cw = frame.cutWidth;
|
||||
var ch = frame.cutHeight;
|
||||
var cwr = cw / resolution;
|
||||
var chr = ch / resolution;
|
||||
|
||||
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
|
||||
|
||||
// Color Component
|
||||
|
||||
if (src.color._hasBackground)
|
||||
{
|
||||
// context save?
|
||||
renderer.context.fillStyle = src.color._rgba;
|
||||
renderer.context.fillRect(dx, dy, cwr, chr);
|
||||
}
|
||||
|
||||
// renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
|
||||
// Test drawing over the top
|
||||
// renderer.currentBlendMode = src.blendMode;
|
||||
|
||||
// TESTS Works fine :)
|
||||
if (src.texture.key === 'bunny')
|
||||
{
|
||||
renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.save();
|
||||
// renderer.context.globalCompositeOperation = 'source-in';
|
||||
renderer.context.globalCompositeOperation = 'xor';
|
||||
renderer.context.beginPath();
|
||||
renderer.context.fillStyle = 'rgba(255,0,255,0.5)';
|
||||
renderer.context.fillRect(dx, dy, cwr, chr);
|
||||
renderer.context.closePath();
|
||||
// renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.restore();
|
||||
renderer.context.globalCompositeOperation = 'source-over';
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
}
|
||||
|
||||
/*
|
||||
// Move this to either the Renderer, or the Texture Manager, but not here (as it's repeated all over the place)
|
||||
|
|
|
@ -131,7 +131,8 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
|
|||
|
||||
'void main(void) {',
|
||||
' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
|
||||
' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
|
||||
// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
|
||||
' if (pixel.a > 0.0) pixel = PINK;', // if texture alpha is zero, use the bg color
|
||||
' gl_FragColor = pixel;',
|
||||
'}'
|
||||
];
|
||||
|
|
Loading…
Reference in a new issue