mirror of
https://github.com/photonstorm/phaser
synced 2024-11-29 16:10:56 +00:00
The LightsManager.addPointlight
method now has full JSDocs and the attenuation
parameter.
This commit is contained in:
parent
79468de255
commit
aaf51dc7ce
1 changed files with 43 additions and 2 deletions
|
@ -88,9 +88,50 @@ var LightsManager = new Class({
|
|||
this.visibleLights = 0;
|
||||
},
|
||||
|
||||
addPointLight: function (x, y, color, radius, intensity)
|
||||
/**
|
||||
* Creates a new Point Light Game Object and adds it to the Scene.
|
||||
*
|
||||
* Note: This method will only be available if the Point Light Game Object has been built into Phaser.
|
||||
*
|
||||
* The Point Light Game Object provides a way to add a point light effect into your game,
|
||||
* without the expensive shader processing requirements of the traditional Light Game Object.
|
||||
*
|
||||
* The difference is that the Point Light renders using a custom shader, designed to give the
|
||||
* impression of a point light source, of variable radius, intensity and color, in your game.
|
||||
* However, unlike the Light Game Object, it does not impact any other Game Objects, or use their
|
||||
* normal maps for calcuations. This makes them extremely fast to render compared to Lights
|
||||
* and perfect for special effects, such as flickering torches or muzzle flashes.
|
||||
*
|
||||
* For maximum performance you should batch Point Light Game Objects together. This means
|
||||
* ensuring they follow each other consecutively on the display list. Ideally, use a Layer
|
||||
* Game Object and then add just Point Lights to it, so that it can batch together the rendering
|
||||
* of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in
|
||||
* your game then it's perfectly safe to mix them into the dislay list as normal. However, if
|
||||
* you're using a large number of them, please consider how they are mixed into the display list.
|
||||
*
|
||||
* The renderer will automatically cull Point Lights. Those with a radius that does not intersect
|
||||
* with the Camera will be skipped in the rendering list. This happens automatically and the
|
||||
* culled state is refreshed every frame, for every camera.
|
||||
*
|
||||
* The origin of a Point Light is always 0.5 and it cannot be changed.
|
||||
*
|
||||
* Point Lights are a WebGL only feature and do not have a Canvas counterpart.
|
||||
*
|
||||
* @method Phaser.GameObjects.LightsManager#addPointlight
|
||||
* @since 3.50.0
|
||||
*
|
||||
* @param {number} x - The horizontal position of this Point Light in the world.
|
||||
* @param {number} y - The vertical position of this Point Light in the world.
|
||||
* @param {number} [color=0xffffff] - The color of the Point Light, given as a hex value.
|
||||
* @param {number} [radius=128] - The radius of the Point Light.
|
||||
* @param {number} [intensity=1] - The intensity, or colr blend, of the Point Light.
|
||||
* @param {number} [attenuation=0.1] - The attenuation of the Point Light. This is the reduction of light from the center point.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PointLight} The Game Object that was created.
|
||||
*/
|
||||
addPointLight: function (x, y, color, radius, intensity, attenuation)
|
||||
{
|
||||
return this.systems.displayList.add(new PointLight(this.scene, x, y, color, radius, intensity));
|
||||
return this.systems.displayList.add(new PointLight(this.scene, x, y, color, radius, intensity, attenuation));
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue