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https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
New Fire filter.
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b286093093
commit
7d7aa795e7
4 changed files with 177 additions and 8 deletions
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@ -9,9 +9,11 @@
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margin: 0;
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}
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</style>
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<script src="phaser.js"></script>
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// <script src="phaser.js"></script>
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<script src="../../../dist/phaser.min.js" type="text/javascript"></script>
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<script src="../../../filters/ColorBars.js" type="text/javascript"></script>
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<script src="../../../filters/BinarySerpents.js" type="text/javascript"></script>
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<script src="../../../filters/Fire.js" type="text/javascript"></script>
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</head>
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<body>
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@ -22,6 +24,7 @@
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var game = new Phaser.Game(1024, 672, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update });
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var filter;
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var filter2;
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var sky;
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var land;
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@ -78,12 +81,27 @@
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sky = game.add.sprite(0, 0, 'background');
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if (game.renderType === Phaser.WEBGL)
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{
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sky.visible = false;
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var t = game.add.sprite(0, 0);
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t.width = 1024;
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t.height = 672;
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filter = game.add.filter('BinarySerpents', 1024, 672);
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// filter.alpha = 0.0;
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t.filters = [filter];
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filter2 = game.add.filter('BinarySerpents', 1024, 672);
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filter2.alpha = 0.0;
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t.filters = [filter2];
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var t2 = game.add.sprite(0, 0);
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t2.width = 1024;
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t2.height = 672;
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filter = game.add.filter('Fire', 1024, 672);
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filter.shift = 2.0;
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filter.alpha = 0.0;
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t2.filters = [filter];
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}
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land = game.add.tileSprite(0, 544, 1024, 128, 'land');
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@ -178,7 +196,11 @@
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function update () {
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if (game.renderType === Phaser.WEBGL)
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{
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filter.update();
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filter2.update();
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}
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land.tilePosition.x -= scrollSpeed;
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34
examples/wip/fire_demo.js
Normal file
34
examples/wip/fire_demo.js
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@ -0,0 +1,34 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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var background;
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var filter;
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser2.png');
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}
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function create() {
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var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
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logo.anchor.setTo(0.5, 0.5);
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background = game.add.sprite(0, 0);
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background.width = 800;
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background.height = 600;
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filter = game.add.filter('Fire', 800, 600);
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filter.alpha = 0.0;
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background.filters = [filter];
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}
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function update() {
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filter.update();
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}
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@ -89,6 +89,7 @@
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<script src="../filters/BinarySerpents.js" type="text/javascript"></script>
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<script src="../filters/Tunnel.js" type="text/javascript"></script>
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<script src="../filters/ColorBars.js" type="text/javascript"></script>
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<script src="../filters/Fire.js" type="text/javascript"></script>
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<?php
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}
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?>
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112
filters/Fire.js
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112
filters/Fire.js
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/**
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* Original shader by @301z (http://glsl.heroku.com/e#11707.0)
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* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
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*/
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Phaser.Filter.Fire = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.alpha = { type: '1f', value: 1.0 }
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this.uniforms.shift = { type: '1f', value: 1.6 }
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this.uniforms.speed = { type: '2f', value: { x: 0.7, y: 0.4 } };
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform vec2 speed;",
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"uniform float shift;",
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"float rand(vec2 n) {",
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"return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);",
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"}",
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"float noise(vec2 n) {",
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"const vec2 d = vec2(0.0, 1.0);",
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"vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));",
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"return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);",
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"}",
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"float fbm(vec2 n) {",
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"float total = 0.0, amplitude = 1.0;",
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"for (int i = 0; i < 4; i++) {",
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"total += noise(n) * amplitude;",
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"n += n;",
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"amplitude *= 0.5;",
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"}",
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"return total;",
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"}",
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"void main() {",
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"const vec3 c1 = vec3(0.5, 0.0, 0.1);",
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"const vec3 c2 = vec3(0.9, 0.0, 0.0);",
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"const vec3 c3 = vec3(0.2, 0.0, 0.0);",
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"const vec3 c4 = vec3(1.0, 0.9, 0.0);",
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"const vec3 c5 = vec3(0.1);",
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"const vec3 c6 = vec3(0.9);",
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"vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;",
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"float q = fbm(p - time * 0.1);",
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"vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));",
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"vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);",
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"gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), alpha);",
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"}"
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];
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};
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Phaser.Filter.Fire.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.Fire.prototype.constructor = Phaser.Filter.Fire;
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Phaser.Filter.Fire.prototype.init = function (width, height, alpha, shift) {
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this.setResolution(width, height);
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if (typeof alpha !== 'undefined') {
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this.uniforms.alpha.value = alpha;
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}
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if (typeof shift !== 'undefined') {
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this.uniforms.shift.value = shift;
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}
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}
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Object.defineProperty(Phaser.Filter.Fire.prototype, 'alpha', {
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get: function() {
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return this.uniforms.alpha.value;
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},
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set: function(value) {
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this.uniforms.alpha.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.Fire.prototype, 'shift', {
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get: function() {
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return this.uniforms.shift.value;
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},
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set: function(value) {
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this.uniforms.shift.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.Fire.prototype, 'speed', {
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get: function() {
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return this.uniforms.speed.value;
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},
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set: function(value) {
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this.uniforms.speed.value = value;
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}
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});
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