mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
parent
54f6756977
commit
cc1329e85d
18 changed files with 729 additions and 785 deletions
2
dist/phaser-arcade-physics.js
vendored
2
dist/phaser-arcade-physics.js
vendored
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@ -42253,7 +42253,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
dist/phaser-ie9.js
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2
dist/phaser-ie9.js
vendored
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@ -42253,7 +42253,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
dist/phaser.esm.js
vendored
2
dist/phaser.esm.js
vendored
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@ -42241,7 +42241,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
dist/phaser.js
vendored
2
dist/phaser.js
vendored
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@ -42253,7 +42253,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine/dist/SpineCanvasPlugin.js
vendored
2
plugins/spine/dist/SpineCanvasPlugin.js
vendored
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@ -21167,7 +21167,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine/dist/SpineCanvasPluginDebug.js
vendored
2
plugins/spine/dist/SpineCanvasPluginDebug.js
vendored
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@ -20856,7 +20856,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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File diff suppressed because one or more lines are too long
2
plugins/spine/dist/SpinePlugin.js
vendored
2
plugins/spine/dist/SpinePlugin.js
vendored
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@ -24000,7 +24000,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine/dist/SpinePluginDebug.js
vendored
2
plugins/spine/dist/SpinePluginDebug.js
vendored
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@ -24202,7 +24202,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
File diff suppressed because one or more lines are too long
2
plugins/spine/dist/SpineWebGLPlugin.js
vendored
2
plugins/spine/dist/SpineWebGLPlugin.js
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@ -23501,7 +23501,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine/dist/SpineWebGLPluginDebug.js
vendored
2
plugins/spine/dist/SpineWebGLPluginDebug.js
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@ -23196,7 +23196,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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File diff suppressed because one or more lines are too long
2
plugins/spine4.1/dist/SpineCanvasPlugin.js
vendored
2
plugins/spine4.1/dist/SpineCanvasPlugin.js
vendored
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@ -22218,7 +22218,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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2
plugins/spine4.1/dist/SpinePluginDebug.js
vendored
2
plugins/spine4.1/dist/SpinePluginDebug.js
vendored
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@ -34952,7 +34952,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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File diff suppressed because one or more lines are too long
2
plugins/spine4.1/dist/SpineWebGLPlugin.js
vendored
2
plugins/spine4.1/dist/SpineWebGLPlugin.js
vendored
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@ -24960,7 +24960,7 @@ var FX = new Class({
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pipeline = pipeline.pop();
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}
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if (pipeline) pipeline.controller = fx;
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pipeline.controller = fx;
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return fx;
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}
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@ -10,8 +10,7 @@ var SpliceOne = require('../../utils/array/SpliceOne');
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/**
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* @classdesc
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* The FX Component features a set of methods used for applying a range of
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* special built-in effects to a Game Object.
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* The FX Component features a set of methods used for applying a range of special built-in effects to a Game Object.
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*
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* The effects include the following:
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*
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@ -30,8 +29,7 @@ var SpliceOne = require('../../utils/array/SpliceOne');
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* * Vignette
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* * Wipe / Reveal
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*
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* All Game Objects support Post FX. These are effects applied after the Game
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* Object has been rendered.
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* All Game Objects support Post FX. These are effects applied after the Game Object has been rendered.
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*
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* Texture-based Game Objects also support Pre FX, including:
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*
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@ -44,31 +42,25 @@ var SpliceOne = require('../../utils/array/SpliceOne');
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*
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* And any Game Object that extends the above.
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*
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* The difference between Pre FX and Post FX are that all Post FX take place in
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* a canvas (renderer) sized frame buffer, after the Game Object has been
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* rendered. Pre FX, however, take place in a texture sized frame buffer, which
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* is sized based on the Game Object itself. The end result is then composited
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* back to the main game canvas. For intensive effects, such as blur, bloom or
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* glow, which can require many iterations, this is a much more efficient way to
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* apply the effect, as only it only has to work on a Game Object sized texture
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* and not all pixels in the canvas.
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* The difference between Pre FX and Post FX are that all Post FX take place in a canvas (renderer) sized frame buffer,
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* after the Game Object has been rendered. Pre FX, however, take place in a texture sized frame buffer, which is sized
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* based on the Game Object itself. The end result is then composited back to the main game canvas. For intensive effects,
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* such as blur, bloom or glow, which can require many iterations, this is a much more efficient way to apply the effect,
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* as only it only has to work on a Game Object sized texture and not all pixels in the canvas.
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*
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* In short, you should always try and use a Pre FX if you can.
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*
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* Due to the way that FX work they can be stacked-up. For example, you can
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* apply a blur to a Game Object, then apply a bloom effect to the same Game
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* Object. The bloom effect will be applied to the blurred texture, not the
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* original. Keep the order in mind when stacking effects.
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* Due to the way that FX work they can be stacked-up. For example, you can apply a blur to a Game Object, then apply
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* a bloom effect to the same Game Object. The bloom effect will be applied to the blurred texture, not the original.
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* Keep the order in mind when stacking effects.
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*
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* All effects are WebGL only and do not have canvas counterparts.
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*
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* As you can appreciate, some effects are more expensive than others. For
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* example, a bloom effect is going to be more expensive than a simple color
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* matrix effect, so please consider using them wisely and performance test your
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* target platforms early on in production.
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* As you can appreciate, some effects are more expensive than others. For example, a bloom effect is going to be more
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* expensive than a simple color matrix effect, so please consider using them wisely and performance test your target
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* platforms early on in production.
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*
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* This component is created automatically by the `PostPipeline` class and does
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* not need to be instantiated directly.
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* This component is created automatically by the `PostPipeline` class and does not need to be instantiated directly.
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*
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* @class FX
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* @memberof Phaser.GameObjects.Components
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@ -76,15 +68,15 @@ var SpliceOne = require('../../utils/array/SpliceOne');
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* @since 3.60.0
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* @webglOnly
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game
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* Object that owns this FX Component.
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that owns this FX Component.
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* @param {boolean} isPost - Is this a Pre or Post FX Component?
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*/
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var FX = new Class({
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initialize:
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function FX(gameObject, isPost) {
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function FX (gameObject, isPost)
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{
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/**
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* A reference to the Game Object that owns this FX Component.
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*
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@ -164,15 +156,13 @@ var FX = new Class({
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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 this Game
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* Object.
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* @param {number} [padding=0] - The amount of padding to add to this Game Object.
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*
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* @return {this} This Game Object instance.
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*/
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setPadding: function(padding) {
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if (padding === undefined) {
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padding = 0;
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}
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setPadding: function (padding)
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{
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if (padding === undefined) { padding = 0; }
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this.padding = padding;
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@ -180,73 +170,73 @@ var FX = new Class({
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},
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/**
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* This callback is invoked when this Game Object is copied by a PreFX
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* Pipeline.
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* This callback is invoked when this Game Object is copied by a PreFX Pipeline.
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*
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* This happens when the pipeline uses its `copySprite` method.
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*
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* It's invoked prior to the copy, allowing you to set shader uniforms, etc on
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* the pipeline.
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* It's invoked prior to the copy, allowing you to set shader uniforms, etc on the pipeline.
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*
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* @method Phaser.GameObjects.Components.FX#onFXCopy
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.Pipelines.PreFXPipeline} pipeline - The PreFX
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* Pipeline that invoked this callback.
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* @param {Phaser.Renderer.WebGL.Pipelines.PreFXPipeline} pipeline - The PreFX Pipeline that invoked this callback.
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*/
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onFXCopy: function() {},
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onFXCopy: function ()
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{
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},
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/**
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* This callback is invoked when this Game Object is rendered by a PreFX
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* Pipeline.
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* This callback is invoked when this Game Object is rendered by a PreFX Pipeline.
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*
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* This happens when the pipeline uses its `drawSprite` method.
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*
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* It's invoked prior to the draw, allowing you to set shader uniforms, etc on
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* the pipeline.
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* It's invoked prior to the draw, allowing you to set shader uniforms, etc on the pipeline.
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*
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* @method Phaser.GameObjects.Components.FX#onFX
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.Pipelines.PreFXPipeline} pipeline - The PreFX
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* Pipeline that invoked this callback.
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* @param {Phaser.Renderer.WebGL.Pipelines.PreFXPipeline} pipeline - The PreFX Pipeline that invoked this callback.
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*/
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onFX: function() {},
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onFX: function ()
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{
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},
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/**
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* Enables this FX Component and applies the FXPipeline to the parent Game
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* Object.
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* Enables this FX Component and applies the FXPipeline to the parent Game Object.
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*
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* This is called automatically whenever you call a method such as `addBloom`,
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* etc.
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* This is called automatically whenever you call a method such as `addBloom`, etc.
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*
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* You can check the `enabled` property to see if the Game Object is already
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* enabled, or not.
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* You can check the `enabled` property to see if the Game Object is already enabled, or not.
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*
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* This only applies to Pre FX. Post FX are always enabled.
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*
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* @method Phaser.GameObjects.Components.FX#enable
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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 this Game
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* Object.
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* @param {number} [padding=0] - The amount of padding to add to this Game Object.
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*/
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enable: function(padding) {
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if (this.isPost) {
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enable: function (padding)
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{
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if (this.isPost)
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{
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return;
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}
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var renderer = this.gameObject.scene.sys.renderer;
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if (renderer && renderer.pipelines) {
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if (renderer && renderer.pipelines)
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{
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this.gameObject.pipeline = renderer.pipelines.FX_PIPELINE;
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if (padding !== undefined) {
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if (padding !== undefined)
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{
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this.padding = padding;
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}
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this.enabled = true;
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} else {
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}
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else
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{
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this.enabled = false;
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}
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},
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@ -265,13 +255,18 @@ var FX = new Class({
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*
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* @return {this} This Game Object instance.
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*/
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clear: function() {
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if (this.isPost) {
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clear: function ()
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{
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if (this.isPost)
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{
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this.gameObject.resetPostPipeline(true);
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} else {
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}
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else
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{
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var list = this.list;
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for (var i = 0; i < list.length; i++) {
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for (var i = 0; i < list.length; i++)
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{
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list[i].destroy();
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}
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@ -294,25 +289,29 @@ var FX = new Class({
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* @generic {Phaser.FX.Controller} T
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* @genericUse {T} - [fx]
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*
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* @param {Phaser.FX.Controller} fx - The FX Controller to remove from this FX
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* Component.
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* @param {Phaser.FX.Controller} fx - The FX Controller to remove from this FX Component.
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*
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* @return {this} This Game Object instance.
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*/
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remove: function(fx) {
|
||||
remove: function (fx)
|
||||
{
|
||||
var i;
|
||||
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if (this.isPost) {
|
||||
if (this.isPost)
|
||||
{
|
||||
var pipelines = this.gameObject.getPostPipeline(String(fx.type));
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if (!Array.isArray(pipelines)) {
|
||||
if (!Array.isArray(pipelines))
|
||||
{
|
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pipelines = [ pipelines ];
|
||||
}
|
||||
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||||
for (i = 0; i < pipelines.length; i++) {
|
||||
for (i = 0; i < pipelines.length; i++)
|
||||
{
|
||||
var pipeline = pipelines[i];
|
||||
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if (pipeline.controller === fx) {
|
||||
if (pipeline.controller === fx)
|
||||
{
|
||||
this.gameObject.removePostPipeline(pipeline);
|
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fx.destroy();
|
||||
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@ -320,11 +319,15 @@ var FX = new Class({
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|||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
var list = this.list;
|
||||
|
||||
for (i = 0; i < list.length; i++) {
|
||||
if (list[i] === fx) {
|
||||
for (i = 0; i < list.length; i++)
|
||||
{
|
||||
if (list[i] === fx)
|
||||
{
|
||||
SpliceOne(list, i);
|
||||
|
||||
fx.destroy();
|
||||
|
@ -338,34 +341,33 @@ var FX = new Class({
|
|||
/**
|
||||
* Disables this FX Component.
|
||||
*
|
||||
* This will reset the pipeline on the Game Object that owns this component
|
||||
* back to its default and flag this component as disabled.
|
||||
* This will reset the pipeline on the Game Object that owns this component back to its
|
||||
* default and flag this component as disabled.
|
||||
*
|
||||
* You can re-enable it again by calling `enable` for Pre FX or by adding an
|
||||
* FX for Post FX.
|
||||
* You can re-enable it again by calling `enable` for Pre FX or by adding an FX for Post FX.
|
||||
*
|
||||
* Optionally, set `clear` to destroy all current FX Controllers.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#disable
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {boolean} [clear=false] - Destroy and remove all FX Controllers that
|
||||
* are part of this component.
|
||||
* @param {boolean} [clear=false] - Destroy and remove all FX Controllers that are part of this component.
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
disable: function(clear) {
|
||||
if (clear === undefined) {
|
||||
clear = false;
|
||||
}
|
||||
disable: function (clear)
|
||||
{
|
||||
if (clear === undefined) { clear = false; }
|
||||
|
||||
if (!this.isPost) {
|
||||
if (!this.isPost)
|
||||
{
|
||||
this.gameObject.resetPipeline();
|
||||
}
|
||||
|
||||
this.enabled = false;
|
||||
|
||||
if (clear) {
|
||||
if (clear)
|
||||
{
|
||||
this.clear();
|
||||
}
|
||||
|
||||
|
@ -375,9 +377,9 @@ var FX = new Class({
|
|||
/**
|
||||
* Adds the given FX Controler to this FX Component.
|
||||
*
|
||||
* Note that adding an FX Controller does not remove any existing FX. They all
|
||||
* stack-up on-top of each other. If you don't want this, make sure to call
|
||||
* either `remove` or `clear` first.
|
||||
* Note that adding an FX Controller does not remove any existing FX. They all stack-up
|
||||
* on-top of each other. If you don't want this, make sure to call either `remove` or
|
||||
* `clear` first.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#add
|
||||
* @since 3.60.0
|
||||
|
@ -385,32 +387,39 @@ var FX = new Class({
|
|||
* @generic {Phaser.FX.Controller} T
|
||||
* @genericUse {T} - [fx]
|
||||
*
|
||||
* @param {Phaser.FX.Controller} fx - The FX Controller to add to this FX
|
||||
* Component.
|
||||
* @param {object} [config] - Optional configuration object that is passed to
|
||||
* the pipeline during instantiation.
|
||||
* @param {Phaser.FX.Controller} fx - The FX Controller to add to this FX Component.
|
||||
* @param {object} [config] - Optional configuration object that is passed to the pipeline during instantiation.
|
||||
*
|
||||
* @return {Phaser.FX.Controller} The FX Controller.
|
||||
*/
|
||||
add: function(fx, config) {
|
||||
if (this.isPost) {
|
||||
add: function (fx, config)
|
||||
{
|
||||
if (this.isPost)
|
||||
{
|
||||
var type = String(fx.type);
|
||||
|
||||
this.gameObject.setPostPipeline(type, config);
|
||||
|
||||
var pipeline = this.gameObject.getPostPipeline(type);
|
||||
|
||||
if (pipeline) {
|
||||
if (Array.isArray(pipeline)) {
|
||||
if (pipeline)
|
||||
{
|
||||
if (Array.isArray(pipeline))
|
||||
{
|
||||
pipeline = pipeline.pop();
|
||||
}
|
||||
|
||||
if (pipeline) pipeline.controller = fx;
|
||||
if (pipeline) {
|
||||
pipeline.controller = fx;
|
||||
}
|
||||
|
||||
return fx;
|
||||
}
|
||||
} else {
|
||||
if (!this.enabled) {
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!this.enabled)
|
||||
{
|
||||
this.enable();
|
||||
}
|
||||
|
||||
|
@ -423,47 +432,34 @@ var FX = new Class({
|
|||
/**
|
||||
* Adds a Glow effect.
|
||||
*
|
||||
* The glow effect is a visual technique that creates a soft, luminous halo
|
||||
* around game objects, characters, or UI elements. This effect is used to
|
||||
* emphasize importance, enhance visual appeal, or convey a sense of energy,
|
||||
* magic, or otherworldly presence. The effect can also be set on the inside
|
||||
* of the Game Object. The color and strength of the glow can be modified.
|
||||
* The glow effect is a visual technique that creates a soft, luminous halo around game objects,
|
||||
* characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal,
|
||||
* or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on
|
||||
* the inside of the Game Object. The color and strength of the glow can be modified.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addGlow
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [color=0xffffff] - The color of the glow effect as a number
|
||||
* value.
|
||||
* @param {number} [outerStrength=4] - The strength of the glow outward from
|
||||
* the edge of the Sprite.
|
||||
* @param {number} [innerStrength=0] - The strength of the glow inward from
|
||||
* the edge of the Sprite.
|
||||
* @param {boolean} [knockout=false] - If `true` only the glow is drawn, not
|
||||
* the texture itself.
|
||||
* @param {number} [quality=0.1] - Only available for PostFX. Sets the quality
|
||||
* of this Glow effect. Default is 0.1. Cannot be changed post-creation.
|
||||
* @param {number} [distance=10] - Only available for PostFX. Sets the
|
||||
* distance of this Glow effect. Default is 10. Cannot be changed
|
||||
* post-creation.
|
||||
* @param {number} [color=0xffffff] - The color of the glow effect as a number value.
|
||||
* @param {number} [outerStrength=4] - The strength of the glow outward from the edge of the Sprite.
|
||||
* @param {number} [innerStrength=0] - The strength of the glow inward from the edge of the Sprite.
|
||||
* @param {boolean} [knockout=false] - If `true` only the glow is drawn, not the texture itself.
|
||||
* @param {number} [quality=0.1] - Only available for PostFX. Sets the quality of this Glow effect. Default is 0.1. Cannot be changed post-creation.
|
||||
* @param {number} [distance=10] - Only available for PostFX. Sets the distance of this Glow effect. Default is 10. Cannot be changed post-creation.
|
||||
*
|
||||
* @return {Phaser.FX.Glow} The Glow FX Controller.
|
||||
*/
|
||||
addGlow: function(
|
||||
color, outerStrength, innerStrength, knockout, quality, distance) {
|
||||
return this.add(
|
||||
new Effects.Glow(
|
||||
this.gameObject, color, outerStrength, innerStrength, knockout),
|
||||
{quality: quality, distance: distance});
|
||||
addGlow: function (color, outerStrength, innerStrength, knockout, quality, distance)
|
||||
{
|
||||
return this.add(new Effects.Glow(this.gameObject, color, outerStrength, innerStrength, knockout), { quality: quality, distance: distance });
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Shadow effect.
|
||||
*
|
||||
* The shadow effect is a visual technique used to create the illusion of
|
||||
* depth and realism by adding darker, offset silhouettes or shapes beneath
|
||||
* game objects, characters, or environments. These simulated shadows help to
|
||||
* enhance the visual appeal and immersion, making the 2D game world appear
|
||||
* more dynamic and three-dimensional.
|
||||
* The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker,
|
||||
* offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows
|
||||
* help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addShadow
|
||||
* @since 3.60.0
|
||||
|
@ -473,26 +469,23 @@ var FX = new Class({
|
|||
* @param {number} [decay=0.1] - The amount of decay for shadow effect.
|
||||
* @param {number} [power=1] - The power of the shadow effect.
|
||||
* @param {number} [color=0x000000] - The color of the shadow.
|
||||
* @param {number} [samples=6] - The number of samples that the shadow effect
|
||||
* will run for. An integer between 1 and 12.
|
||||
* @param {number} [samples=6] - The number of samples that the shadow effect will run for. An integer between 1 and 12.
|
||||
* @param {number} [intensity=1] - The intensity of the shadow effect.
|
||||
*
|
||||
* @return {Phaser.FX.Shadow} The Shadow FX Controller.
|
||||
*/
|
||||
addShadow: function(x, y, decay, power, color, samples, intensity) {
|
||||
return this.add(new Effects.Shadow(
|
||||
this.gameObject, x, y, decay, power, color, samples, intensity));
|
||||
addShadow: function (x, y, decay, power, color, samples, intensity)
|
||||
{
|
||||
return this.add(new Effects.Shadow(this.gameObject, x, y, decay, power, color, samples, intensity));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Pixelate effect.
|
||||
*
|
||||
* The pixelate effect is a visual technique that deliberately reduces the
|
||||
* resolution or detail of an image, creating a blocky or mosaic appearance
|
||||
* composed of large, visible pixels. This effect can be used for stylistic
|
||||
* purposes, as a homage to retro gaming, or as a means to obscure certain
|
||||
* elements within the game, such as during a transition or to censor specific
|
||||
* content.
|
||||
* The pixelate effect is a visual technique that deliberately reduces the resolution or detail of an image,
|
||||
* creating a blocky or mosaic appearance composed of large, visible pixels. This effect can be used for stylistic
|
||||
* purposes, as a homage to retro gaming, or as a means to obscure certain elements within the game, such as
|
||||
* during a transition or to censor specific content.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addPixelate
|
||||
* @since 3.60.0
|
||||
|
@ -501,44 +494,40 @@ var FX = new Class({
|
|||
*
|
||||
* @return {Phaser.FX.Pixelate} The Pixelate FX Controller.
|
||||
*/
|
||||
addPixelate: function(amount) {
|
||||
addPixelate: function (amount)
|
||||
{
|
||||
return this.add(new Effects.Pixelate(this.gameObject, amount));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Vignette effect.
|
||||
*
|
||||
* The vignette effect is a visual technique where the edges of the screen, or
|
||||
* a Game Object, gradually darken or blur, creating a frame-like appearance.
|
||||
* This effect is used to draw the player's focus towards the central action
|
||||
* or subject, enhance immersion, and provide a cinematic or artistic quality
|
||||
* to the game's visuals.
|
||||
* The vignette effect is a visual technique where the edges of the screen, or a Game Object, gradually darken or blur,
|
||||
* creating a frame-like appearance. This effect is used to draw the player's focus towards the central action or subject,
|
||||
* enhance immersion, and provide a cinematic or artistic quality to the game's visuals.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addVignette
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [x=0.5] - The horizontal offset of the vignette effect.
|
||||
* This value is normalized to the range 0 to 1.
|
||||
* @param {number} [y=0.5] - The vertical offset of the vignette effect. This
|
||||
* value is normalized to the range 0 to 1.
|
||||
* @param {number} [radius=0.5] - The radius of the vignette effect. This
|
||||
* value is normalized to the range 0 to 1.
|
||||
* @param {number} [x=0.5] - The horizontal offset of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
* @param {number} [y=0.5] - The vertical offset of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
* @param {number} [radius=0.5] - The radius of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
* @param {number} [strength=0.5] - The strength of the vignette effect.
|
||||
*
|
||||
* @return {Phaser.FX.Vignette} The Vignette FX Controller.
|
||||
*/
|
||||
addVignette: function(x, y, radius, strength) {
|
||||
return this.add(
|
||||
new Effects.Vignette(this.gameObject, x, y, radius, strength));
|
||||
addVignette: function (x, y, radius, strength)
|
||||
{
|
||||
return this.add(new Effects.Vignette(this.gameObject, x, y, radius, strength));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Shine effect.
|
||||
*
|
||||
* The shine effect is a visual technique that simulates the appearance of
|
||||
* reflective or glossy surfaces by passing a light beam across a Game Object.
|
||||
* This effect is used to enhance visual appeal, emphasize certain features,
|
||||
* and create a sense of depth or material properties.
|
||||
* The shine effect is a visual technique that simulates the appearance of reflective
|
||||
* or glossy surfaces by passing a light beam across a Game Object. This effect is used to
|
||||
* enhance visual appeal, emphasize certain features, and create a sense of depth or
|
||||
* material properties.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addShine
|
||||
* @since 3.60.0
|
||||
|
@ -546,89 +535,74 @@ var FX = new Class({
|
|||
* @param {number} [speed=0.5] - The speed of the Shine effect.
|
||||
* @param {number} [lineWidth=0.5] - The line width of the Shine effect.
|
||||
* @param {number} [gradient=3] - The gradient of the Shine effect.
|
||||
* @param {boolean} [reveal=false] - Does this Shine effect reveal or get
|
||||
* added to its target?
|
||||
* @param {boolean} [reveal=false] - Does this Shine effect reveal or get added to its target?
|
||||
*
|
||||
* @return {Phaser.FX.Shine} The Shine FX Controller.
|
||||
*/
|
||||
addShine: function(speed, lineWidth, gradient, reveal) {
|
||||
return this.add(
|
||||
new Effects.Shine(this.gameObject, speed, lineWidth, gradient, reveal));
|
||||
addShine: function (speed, lineWidth, gradient, reveal)
|
||||
{
|
||||
return this.add(new Effects.Shine(this.gameObject, speed, lineWidth, gradient, reveal));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Blur effect.
|
||||
*
|
||||
* A Gaussian blur is the result of blurring an image by a Gaussian function.
|
||||
* It is a widely used effect, typically to reduce image noise and reduce
|
||||
* detail. The visual effect of this blurring technique is a smooth blur
|
||||
* resembling that of viewing the image through a translucent screen,
|
||||
* distinctly different from the bokeh effect produced by an out-of-focus lens
|
||||
* or the shadow of an object under usual illumination.
|
||||
* A Gaussian blur is the result of blurring an image by a Gaussian function. It is a widely used effect,
|
||||
* typically to reduce image noise and reduce detail. The visual effect of this blurring technique is a
|
||||
* smooth blur resembling that of viewing the image through a translucent screen, distinctly different
|
||||
* from the bokeh effect produced by an out-of-focus lens or the shadow of an object under usual illumination.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addBlur
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [quality=0] - The quality of the blur effect. Can be either
|
||||
* 0 for Low Quality, 1 for Medium Quality or 2 for High Quality.
|
||||
* @param {number} [quality=0] - The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality.
|
||||
* @param {number} [x=2] - The horizontal offset of the blur effect.
|
||||
* @param {number} [y=2] - The vertical offset of the blur effect.
|
||||
* @param {number} [strength=1] - The strength of the blur effect.
|
||||
* @param {number} [color=0xffffff] - The color of the blur, as a hex value.
|
||||
* @param {number} [steps=4] - The number of steps to run the blur effect for.
|
||||
* This value should always be an integer.
|
||||
* @param {number} [steps=4] - The number of steps to run the blur effect for. This value should always be an integer.
|
||||
*
|
||||
* @return {Phaser.FX.Blur} The Blur FX Controller.
|
||||
*/
|
||||
addBlur: function(quality, x, y, strength, color, steps) {
|
||||
return this.add(new Effects.Blur(
|
||||
this.gameObject, quality, x, y, strength, color, steps));
|
||||
addBlur: function (quality, x, y, strength, color, steps)
|
||||
{
|
||||
return this.add(new Effects.Blur(this.gameObject, quality, x, y, strength, color, steps));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Gradient effect.
|
||||
*
|
||||
* The gradient overlay effect is a visual technique where a smooth color
|
||||
* transition is applied over Game Objects, such as sprites or UI components.
|
||||
* This effect is used to enhance visual appeal, emphasize depth, or create
|
||||
* stylistic and atmospheric variations. It can also be utilized to convey
|
||||
* information, such as representing progress or health status through color
|
||||
* changes.
|
||||
* The gradient overlay effect is a visual technique where a smooth color transition is applied over Game Objects,
|
||||
* such as sprites or UI components. This effect is used to enhance visual appeal, emphasize depth, or create
|
||||
* stylistic and atmospheric variations. It can also be utilized to convey information, such as representing
|
||||
* progress or health status through color changes.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addGradient
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [color1=0xff0000] - The first gradient color, given as a
|
||||
* number value.
|
||||
* @param {number} [color2=0x00ff00] - The second gradient color, given as a
|
||||
* number value.
|
||||
* @param {number} [color1=0xff0000] - The first gradient color, given as a number value.
|
||||
* @param {number} [color2=0x00ff00] - The second gradient color, given as a number value.
|
||||
* @param {number} [alpha=0.2] - The alpha value of the gradient effect.
|
||||
* @param {number} [fromX=0] - The horizontal position the gradient will start
|
||||
* from. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [fromY=0] - The vertical position the gradient will start
|
||||
* from. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [toX=0] - The horizontal position the gradient will end at.
|
||||
* This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [toY=1] - The vertical position the gradient will end at.
|
||||
* This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [size=0] - How many 'chunks' the gradient is divided in to,
|
||||
* as spread over the entire height of the texture. Leave this at zero for
|
||||
* a smooth gradient, or set higher for a more retro chunky effect.
|
||||
* @param {number} [fromX=0] - The horizontal position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [fromY=0] - The vertical position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [toX=0] - The horizontal position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [toY=1] - The vertical position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels.
|
||||
* @param {number} [size=0] - How many 'chunks' the gradient is divided in to, as spread over the entire height of the texture. Leave this at zero for a smooth gradient, or set higher for a more retro chunky effect.
|
||||
*
|
||||
* @return {Phaser.FX.Gradient} The Gradient FX Controller.
|
||||
*/
|
||||
addGradient: function(color1, color2, alpha, fromX, fromY, toX, toY, size) {
|
||||
return this.add(new Effects.Gradient(
|
||||
this.gameObject, color1, color2, alpha, fromX, fromY, toX, toY, size));
|
||||
addGradient: function (color1, color2, alpha, fromX, fromY, toX, toY, size)
|
||||
{
|
||||
return this.add(new Effects.Gradient(this.gameObject, color1, color2, alpha, fromX, fromY, toX, toY, size));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Bloom effect.
|
||||
*
|
||||
* Bloom is an effect used to reproduce an imaging artifact of real-world
|
||||
* cameras. The effect produces fringes of light extending from the borders of
|
||||
* bright areas in an image, contributing to the illusion of an extremely
|
||||
* bright light overwhelming the camera or eye capturing the scene.
|
||||
* Bloom is an effect used to reproduce an imaging artifact of real-world cameras.
|
||||
* The effect produces fringes of light extending from the borders of bright areas in an image,
|
||||
* contributing to the illusion of an extremely bright light overwhelming the
|
||||
* camera or eye capturing the scene.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addBloom
|
||||
* @since 3.60.0
|
||||
|
@ -636,202 +610,173 @@ var FX = new Class({
|
|||
* @param {number} [color] - The color of the Bloom, as a hex value.
|
||||
* @param {number} [offsetX=1] - The horizontal offset of the bloom effect.
|
||||
* @param {number} [offsetY=1] - The vertical offset of the bloom effect.
|
||||
* @param {number} [blurStrength=1] - The strength of the blur process of the
|
||||
* bloom effect.
|
||||
* @param {number} [strength=1] - The strength of the blend process of the
|
||||
* bloom effect.
|
||||
* @param {number} [steps=4] - The number of steps to run the Bloom effect
|
||||
* for. This value should always be an integer.
|
||||
* @param {number} [blurStrength=1] - The strength of the blur process of the bloom effect.
|
||||
* @param {number} [strength=1] - The strength of the blend process of the bloom effect.
|
||||
* @param {number} [steps=4] - The number of steps to run the Bloom effect for. This value should always be an integer.
|
||||
*
|
||||
* @return {Phaser.FX.Bloom} The Bloom FX Controller.
|
||||
*/
|
||||
addBloom: function(color, offsetX, offsetY, blurStrength, strength, steps) {
|
||||
return this.add(new Effects.Bloom(
|
||||
this.gameObject, color, offsetX, offsetY, blurStrength, strength,
|
||||
steps));
|
||||
addBloom: function (color, offsetX, offsetY, blurStrength, strength, steps)
|
||||
{
|
||||
return this.add(new Effects.Bloom(this.gameObject, color, offsetX, offsetY, blurStrength, strength, steps));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a ColorMatrix effect.
|
||||
*
|
||||
* The color matrix effect is a visual technique that involves manipulating
|
||||
* the colors of an image or scene using a mathematical matrix. This process
|
||||
* can adjust hue, saturation, brightness, and contrast, allowing developers
|
||||
* to create various stylistic appearances or mood settings within the game.
|
||||
* Common applications include simulating different lighting conditions,
|
||||
* applying color filters, or achieving a specific visual style.
|
||||
* The color matrix effect is a visual technique that involves manipulating the colors of an image
|
||||
* or scene using a mathematical matrix. This process can adjust hue, saturation, brightness, and contrast,
|
||||
* allowing developers to create various stylistic appearances or mood settings within the game.
|
||||
* Common applications include simulating different lighting conditions, applying color filters,
|
||||
* or achieving a specific visual style.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addColorMatrix
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @return {Phaser.FX.ColorMatrix} The ColorMatrix FX Controller.
|
||||
*/
|
||||
addColorMatrix: function() {
|
||||
addColorMatrix: function ()
|
||||
{
|
||||
return this.add(new Effects.ColorMatrix(this.gameObject));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Circle effect.
|
||||
*
|
||||
* This effect will draw a circle around the texture of the Game Object,
|
||||
* effectively masking off any area outside of the circle without the need for
|
||||
* an actual mask. You can control the thickness of the circle, the color of
|
||||
* the circle and the color of the background, should the texture be
|
||||
* transparent. You can also control the feathering applied to the circle,
|
||||
* allowing for a harsh or soft edge.
|
||||
* This effect will draw a circle around the texture of the Game Object, effectively masking off
|
||||
* any area outside of the circle without the need for an actual mask. You can control the thickness
|
||||
* of the circle, the color of the circle and the color of the background, should the texture be
|
||||
* transparent. You can also control the feathering applied to the circle, allowing for a harsh or soft edge.
|
||||
*
|
||||
* Please note that adding this effect to a Game Object will not change the
|
||||
* input area or physics body of the Game Object, should it have one.
|
||||
* Please note that adding this effect to a Game Object will not change the input area or physics body of
|
||||
* the Game Object, should it have one.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addCircle
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [thickness=8] - The width of the circle around the texture,
|
||||
* in pixels.
|
||||
* @param {number} [color=0xfeedb6] - The color of the circular ring, given as
|
||||
* a number value.
|
||||
* @param {number} [backgroundColor=0xff0000] - The color of the background,
|
||||
* behind the texture, given as a number value.
|
||||
* @param {number} [scale=1] - The scale of the circle. The default scale is
|
||||
* 1, which is a circle the full size of the underlying texture.
|
||||
* @param {number} [feather=0.005] - The amount of feathering to apply to the
|
||||
* circle from the ring.
|
||||
* @param {number} [thickness=8] - The width of the circle around the texture, in pixels.
|
||||
* @param {number} [color=0xfeedb6] - The color of the circular ring, given as a number value.
|
||||
* @param {number} [backgroundColor=0xff0000] - The color of the background, behind the texture, given as a number value.
|
||||
* @param {number} [scale=1] - The scale of the circle. The default scale is 1, which is a circle the full size of the underlying texture.
|
||||
* @param {number} [feather=0.005] - The amount of feathering to apply to the circle from the ring.
|
||||
*
|
||||
* @return {Phaser.FX.Circle} The Circle FX Controller.
|
||||
*/
|
||||
addCircle: function(thickness, color, backgroundColor, scale, feather) {
|
||||
return this.add(new Effects.Circle(
|
||||
this.gameObject, thickness, color, backgroundColor, scale, feather));
|
||||
addCircle: function (thickness, color, backgroundColor, scale, feather)
|
||||
{
|
||||
return this.add(new Effects.Circle(this.gameObject, thickness, color, backgroundColor, scale, feather));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Barrel effect.
|
||||
*
|
||||
* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion
|
||||
* to a Game Object. The amount of the effect can be modified in real-time.
|
||||
* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion to
|
||||
* a Game Object. The amount of the effect can be modified in real-time.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addBarrel
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [amount=1] - The amount of distortion applied to the barrel
|
||||
* effect. A value of 1 is no distortion. Typically keep this within +- 1.
|
||||
* @param {number} [amount=1] - The amount of distortion applied to the barrel effect. A value of 1 is no distortion. Typically keep this within +- 1.
|
||||
*
|
||||
* @return {Phaser.FX.Barrel} The Barrel FX Controller.
|
||||
*/
|
||||
addBarrel: function(amount) {
|
||||
addBarrel: function (amount)
|
||||
{
|
||||
return this.add(new Effects.Barrel(this.gameObject, amount));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Displacement effect.
|
||||
*
|
||||
* The displacement effect is a visual technique that alters the position of
|
||||
* pixels in an image or texture based on the values of a displacement map.
|
||||
* This effect is used to create the illusion of depth, surface
|
||||
* irregularities, or distortion in otherwise flat elements. It can be applied
|
||||
* to characters, objects, or backgrounds to enhance realism, convey movement,
|
||||
* or achieve various stylistic appearances.
|
||||
* The displacement effect is a visual technique that alters the position of pixels in an image
|
||||
* or texture based on the values of a displacement map. This effect is used to create the illusion
|
||||
* of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to
|
||||
* characters, objects, or backgrounds to enhance realism, convey movement, or achieve various
|
||||
* stylistic appearances.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addDisplacement
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {string} [texture='__WHITE'] - The unique string-based key of the
|
||||
* texture to use for displacement, which must exist in the Texture
|
||||
* Manager.
|
||||
* @param {number} [x=0.005] - The amount of horizontal displacement to apply.
|
||||
* A very small float number, such as 0.005.
|
||||
* @param {number} [y=0.005] - The amount of vertical displacement to apply. A
|
||||
* very small float number, such as 0.005.
|
||||
* @param {string} [texture='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
|
||||
* @param {number} [x=0.005] - The amount of horizontal displacement to apply. A very small float number, such as 0.005.
|
||||
* @param {number} [y=0.005] - The amount of vertical displacement to apply. A very small float number, such as 0.005.
|
||||
*
|
||||
* @return {Phaser.FX.Displacement} The Displacement FX Controller.
|
||||
*/
|
||||
addDisplacement: function(texture, x, y) {
|
||||
addDisplacement: function (texture, x, y)
|
||||
{
|
||||
return this.add(new Effects.Displacement(this.gameObject, texture, x, y));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Wipe effect.
|
||||
*
|
||||
* The wipe or reveal effect is a visual technique that gradually uncovers or
|
||||
* conceals elements in the game, such as images, text, or scene transitions.
|
||||
* This effect is often used to create a sense of progression, reveal hidden
|
||||
* content, or provide a smooth and visually appealing transition between game
|
||||
* states.
|
||||
* The wipe or reveal effect is a visual technique that gradually uncovers or conceals elements
|
||||
* in the game, such as images, text, or scene transitions. This effect is often used to create
|
||||
* a sense of progression, reveal hidden content, or provide a smooth and visually appealing transition
|
||||
* between game states.
|
||||
*
|
||||
* You can set both the direction and the axis of the wipe effect. The
|
||||
* following combinations are possible:
|
||||
* You can set both the direction and the axis of the wipe effect. The following combinations are possible:
|
||||
*
|
||||
* * left to right: direction 0, axis 0
|
||||
* * right to left: direction 1, axis 0
|
||||
* * top to bottom: direction 1, axis 1
|
||||
* * bottom to top: direction 1, axis 0
|
||||
*
|
||||
* It is up to you to set the `progress` value yourself, i.e. via a Tween, in
|
||||
* order to transition the effect.
|
||||
* It is up to you to set the `progress` value yourself, i.e. via a Tween, in order to transition the effect.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addWipe
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [wipeWidth=0.1] - The width of the wipe effect. This value
|
||||
* is normalized in the range 0 to 1.
|
||||
* @param {number} [direction=0] - The direction of the wipe effect. Either 0
|
||||
* or 1. Set in conjunction with the axis property.
|
||||
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set
|
||||
* in conjunction with the direction property.
|
||||
* @param {number} [wipeWidth=0.1] - The width of the wipe effect. This value is normalized in the range 0 to 1.
|
||||
* @param {number} [direction=0] - The direction of the wipe effect. Either 0 or 1. Set in conjunction with the axis property.
|
||||
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set in conjunction with the direction property.
|
||||
*
|
||||
* @return {Phaser.FX.Wipe} The Wipe FX Controller.
|
||||
*/
|
||||
addWipe: function(wipeWidth, direction, axis) {
|
||||
return this.add(
|
||||
new Effects.Wipe(this.gameObject, wipeWidth, direction, axis));
|
||||
addWipe: function (wipeWidth, direction, axis)
|
||||
{
|
||||
return this.add(new Effects.Wipe(this.gameObject, wipeWidth, direction, axis));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Reveal Wipe effect.
|
||||
*
|
||||
* The wipe or reveal effect is a visual technique that gradually uncovers or
|
||||
* conceals elements in the game, such as images, text, or scene transitions.
|
||||
* This effect is often used to create a sense of progression, reveal hidden
|
||||
* content, or provide a smooth and visually appealing transition between game
|
||||
* states.
|
||||
* The wipe or reveal effect is a visual technique that gradually uncovers or conceals elements
|
||||
* in the game, such as images, text, or scene transitions. This effect is often used to create
|
||||
* a sense of progression, reveal hidden content, or provide a smooth and visually appealing transition
|
||||
* between game states.
|
||||
*
|
||||
* You can set both the direction and the axis of the wipe effect. The
|
||||
* following combinations are possible:
|
||||
* You can set both the direction and the axis of the wipe effect. The following combinations are possible:
|
||||
*
|
||||
* * left to right: direction 0, axis 0
|
||||
* * right to left: direction 1, axis 0
|
||||
* * top to bottom: direction 1, axis 1
|
||||
* * bottom to top: direction 1, axis 0
|
||||
*
|
||||
* It is up to you to set the `progress` value yourself, i.e. via a Tween, in
|
||||
* order to transition the effect.
|
||||
* It is up to you to set the `progress` value yourself, i.e. via a Tween, in order to transition the effect.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.FX#addReveal
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {number} [wipeWidth=0.1] - The width of the wipe effect. This value
|
||||
* is normalized in the range 0 to 1.
|
||||
* @param {number} [direction=0] - The direction of the wipe effect. Either 0
|
||||
* or 1. Set in conjunction with the axis property.
|
||||
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set
|
||||
* in conjunction with the direction property.
|
||||
* @param {number} [wipeWidth=0.1] - The width of the wipe effect. This value is normalized in the range 0 to 1.
|
||||
* @param {number} [direction=0] - The direction of the wipe effect. Either 0 or 1. Set in conjunction with the axis property.
|
||||
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set in conjunction with the direction property.
|
||||
*
|
||||
* @return {Phaser.FX.Wipe} The Wipe FX Controller.
|
||||
*/
|
||||
addReveal: function(wipeWidth, direction, axis) {
|
||||
return this.add(
|
||||
new Effects.Wipe(this.gameObject, wipeWidth, direction, axis, true));
|
||||
addReveal: function (wipeWidth, direction, axis)
|
||||
{
|
||||
return this.add(new Effects.Wipe(this.gameObject, wipeWidth, direction, axis, true));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Bokeh effect.
|
||||
*
|
||||
* Bokeh refers to a visual effect that mimics the photographic technique of
|
||||
* creating a shallow depth of field. This effect is used to emphasize the
|
||||
* game's main subject or action, by blurring the background or foreground
|
||||
* elements, resulting in a more immersive and visually appealing experience.
|
||||
* It is achieved through rendering techniques that simulate the out-of-focus
|
||||
* areas, giving a sense of depth and realism to the game's graphics.
|
||||
* Bokeh refers to a visual effect that mimics the photographic technique of creating a shallow depth of field.
|
||||
* This effect is used to emphasize the game's main subject or action, by blurring the background or foreground
|
||||
* elements, resulting in a more immersive and visually appealing experience. It is achieved through rendering
|
||||
* techniques that simulate the out-of-focus areas, giving a sense of depth and realism to the game's graphics.
|
||||
*
|
||||
* See also Tilt Shift.
|
||||
*
|
||||
|
@ -844,17 +789,16 @@ var FX = new Class({
|
|||
*
|
||||
* @return {Phaser.FX.Bokeh} The Bokeh FX Controller.
|
||||
*/
|
||||
addBokeh: function(radius, amount, contrast) {
|
||||
return this.add(
|
||||
new Effects.Bokeh(this.gameObject, radius, amount, contrast));
|
||||
addBokeh: function (radius, amount, contrast)
|
||||
{
|
||||
return this.add(new Effects.Bokeh(this.gameObject, radius, amount, contrast));
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a Tilt Shift effect.
|
||||
*
|
||||
* This Bokeh effect can also be used to generate a Tilt Shift effect, which
|
||||
* is a technique used to create a miniature effect by blurring everything
|
||||
* except a small area of the image. This effect is achieved by blurring the
|
||||
* This Bokeh effect can also be used to generate a Tilt Shift effect, which is a technique used to create a miniature
|
||||
* effect by blurring everything except a small area of the image. This effect is achieved by blurring the
|
||||
* top and bottom elements, while keeping the center area in focus.
|
||||
*
|
||||
* See also Bokeh.
|
||||
|
@ -871,10 +815,9 @@ var FX = new Class({
|
|||
*
|
||||
* @return {Phaser.FX.Bokeh} The Bokeh TiltShift FX Controller.
|
||||
*/
|
||||
addTiltShift: function(radius, amount, contrast, blurX, blurY, strength) {
|
||||
return this.add(new Effects.Bokeh(
|
||||
this.gameObject, radius, amount, contrast, true, blurX, blurY,
|
||||
strength));
|
||||
addTiltShift: function (radius, amount, contrast, blurX, blurY, strength)
|
||||
{
|
||||
return this.add(new Effects.Bokeh(this.gameObject, radius, amount, contrast, true, blurX, blurY, strength));
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -885,7 +828,8 @@ var FX = new Class({
|
|||
* @method Phaser.GameObjects.Components.FX#destroy
|
||||
* @since 3.60.0
|
||||
*/
|
||||
destroy: function() {
|
||||
destroy: function ()
|
||||
{
|
||||
this.clear();
|
||||
|
||||
this.gameObject = null;
|
||||
|
|
Loading…
Reference in a new issue