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GameObjects.Components.FX
is a new component that provides access to FX specific propertis and methods. The Image and Sprite Game Objects have this component by default.
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62
src/gameobjects/components/FX.js
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62
src/gameobjects/components/FX.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* Provides methods used for setting the FX values of a Game Object.
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* Should be applied as a mixin and not used directly.
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*
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* @namespace Phaser.GameObjects.Components.FX
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* @webglOnly
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* @since 3.60.0
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*/
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var FX = {
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/**
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* The amount of extra padding to be applied to this Game Object
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* when it is being rendered by a SpriteFX Pipeline.
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*
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* Lots of FX require additional spacing added to the texture the
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* Game Object uses, for example a glow or shaddow effect, and this
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* method allows you to control how much extra padding is included
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* in addition to the texture size.
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*
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* @name Phaser.GameObjects.Components.FX#fxPadding
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* @type {number}
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* @default 0
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* @since 3.60.0
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*/
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fxPadding: 0,
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/**
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* Sets the amount of extra padding to be applied to this Game Object
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* when it is being rendered by a SpriteFX Pipeline.
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*
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* Lots of FX require additional spacing added to the texture the
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* Game Object uses, for example a glow or shaddow effect, and this
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* method allows you to control how much extra padding is included
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* in addition to the texture size.
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*
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* @method Phaser.GameObjects.Components.FX#setFXPadding
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* @webglOnly
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* @since 3.60.0
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*
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* @param {number} [padding=0] - The amount of padding to add to the texture.
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*
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* @return {this} This Game Object instance.
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*/
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setFXPadding: function (padding)
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{
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if (padding === undefined) { padding = 0; }
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this.fxPadding = padding;
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return this;
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}
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};
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module.exports = FX;
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@ -17,6 +17,7 @@ module.exports = {
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Crop: require('./Crop'),
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Depth: require('./Depth'),
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Flip: require('./Flip'),
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FX: require('./FX'),
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GetBounds: require('./GetBounds'),
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Mask: require('./Mask'),
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Origin: require('./Origin'),
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@ -28,6 +28,7 @@ var ImageRender = require('./ImageRender');
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.FX
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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@ -54,6 +55,7 @@ var Image = new Class({
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Components.BlendMode,
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Components.Depth,
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Components.Flip,
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Components.FX,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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@ -83,8 +85,6 @@ var Image = new Class({
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*/
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this._crop = this.resetCropObject();
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this.fxPadding = 0;
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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@ -32,6 +32,7 @@ var SpriteRender = require('./SpriteRender');
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.FX
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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@ -58,6 +59,7 @@ var Sprite = new Class({
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Components.BlendMode,
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Components.Depth,
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Components.Flip,
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Components.FX,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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@ -100,8 +102,6 @@ var Sprite = new Class({
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*/
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this.anims = new AnimationState(this);
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this.fxPadding = 0;
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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