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https://github.com/photonstorm/phaser
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v3.60.0 Beta 20 Release
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dist/phaser-arcade-physics.js
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dist/phaser.js
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types/phaser.d.ts
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types/phaser.d.ts
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@ -1319,7 +1319,7 @@ declare namespace Phaser {
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* ```javascript
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* this.anims.create({
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* key: 'boom',
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* frames: this.anims.generateFrameNames('explosion', {
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* frames: this.anims.generateFrameNumbers('explosion', {
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* start: 0,
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* end: 11
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* })
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@ -1338,7 +1338,7 @@ declare namespace Phaser {
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* @param key The key for the texture containing the animation frames.
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* @param config The configuration object for the animation frames.
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*/
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generateFrameNumbers(key: string, config: Phaser.Types.Animations.GenerateFrameNumbers): Phaser.Types.Animations.AnimationFrame[];
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generateFrameNumbers(key: string, config?: Phaser.Types.Animations.GenerateFrameNumbers): Phaser.Types.Animations.AnimationFrame[];
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/**
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* Get an Animation.
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@ -2207,16 +2207,16 @@ declare namespace Phaser {
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* Example:
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*
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* If you have a sprite sheet loaded called `explosion` and it contains 12 frames, then you can call this method using:
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* `this.anims.generateFrameNumbers('explosion', { start: 0, end: 12 })`.
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* `this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 })`.
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*
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* The `end` value tells it to stop after 12 frames. To create an animation using this method, you can do:
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*
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* ```javascript
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* this.anims.create({
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* key: 'boom',
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* frames: this.anims.generateFrameNames('explosion', {
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* frames: this.anims.generateFrameNumbers('explosion', {
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* start: 0,
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* end: 12
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* end: 11
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* })
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* });
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* ```
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@ -2233,7 +2233,7 @@ declare namespace Phaser {
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* @param key The key for the texture containing the animation frames.
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* @param config The configuration object for the animation frames.
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*/
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generateFrameNumbers(key: string, config: Phaser.Types.Animations.GenerateFrameNumbers): Phaser.Types.Animations.AnimationFrame[];
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generateFrameNumbers(key: string, config?: Phaser.Types.Animations.GenerateFrameNumbers): Phaser.Types.Animations.AnimationFrame[];
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/**
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* Removes a locally created Animation from this Sprite, based on the given key.
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@ -4648,6 +4648,18 @@ declare namespace Phaser {
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* The Destroy Camera Event.
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*
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* This event is dispatched by a Camera instance when it is destroyed by the Camera Manager.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('cameradestroy', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.DESTROY, () => {});
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* ```
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*/
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const DESTROY: string;
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@ -4691,6 +4703,18 @@ declare namespace Phaser {
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* The Camera Flash Complete Event.
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*
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* This event is dispatched by a Camera instance when the Flash Effect completes.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('cameraflashcomplete', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.FLASH_COMPLETE, () => {});
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* ```
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*/
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const FLASH_COMPLETE: string;
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@ -4698,6 +4722,18 @@ declare namespace Phaser {
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* The Camera Flash Start Event.
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*
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* This event is dispatched by a Camera instance when the Flash Effect starts.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('cameraflashstart', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.FLASH_START, () => {});
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* ```
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*/
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const FLASH_START: string;
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@ -4716,6 +4752,18 @@ declare namespace Phaser {
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* The Camera Pan Complete Event.
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*
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* This event is dispatched by a Camera instance when the Pan Effect completes.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerapancomplete', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.PAN_COMPLETE, () => {});
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* ```
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*/
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const PAN_COMPLETE: string;
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@ -4723,6 +4771,18 @@ declare namespace Phaser {
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* The Camera Pan Start Event.
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*
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* This event is dispatched by a Camera instance when the Pan Effect starts.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerapanstart', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.PAN_START, () => {});
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* ```
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*/
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const PAN_START: string;
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@ -4750,6 +4810,18 @@ declare namespace Phaser {
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* The Camera Rotate Complete Event.
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*
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* This event is dispatched by a Camera instance when the Rotate Effect completes.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerarotatecomplete', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ROTATE_COMPLETE, () => {});
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* ```
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*/
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const ROTATE_COMPLETE: string;
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@ -4757,6 +4829,18 @@ declare namespace Phaser {
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* The Camera Rotate Start Event.
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*
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* This event is dispatched by a Camera instance when the Rotate Effect starts.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerarotatestart', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ROTATE_START, () => {});
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* ```
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*/
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const ROTATE_START: string;
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@ -4764,6 +4848,18 @@ declare namespace Phaser {
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* The Camera Shake Complete Event.
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*
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* This event is dispatched by a Camera instance when the Shake Effect completes.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerashakecomplete', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETE, () => {});
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* ```
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*/
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const SHAKE_COMPLETE: string;
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@ -4771,6 +4867,18 @@ declare namespace Phaser {
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* The Camera Shake Start Event.
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*
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* This event is dispatched by a Camera instance when the Shake Effect starts.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerashakestart', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.SHAKE_START, () => {});
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* ```
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*/
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const SHAKE_START: string;
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@ -4778,6 +4886,18 @@ declare namespace Phaser {
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* The Camera Zoom Complete Event.
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*
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* This event is dispatched by a Camera instance when the Zoom Effect completes.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerazoomcomplete', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETE, () => {});
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* ```
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*/
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const ZOOM_COMPLETE: string;
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@ -4785,6 +4905,18 @@ declare namespace Phaser {
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* The Camera Zoom Start Event.
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*
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* This event is dispatched by a Camera instance when the Zoom Effect starts.
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*
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* Listen for it via either of the following:
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*
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* ```js
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* this.cameras.main.on('camerazoomstart', () => {});
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* ```
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*
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* or use the constant, to avoid having to remember the correct event string:
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*
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* ```js
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* this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ZOOM_START, () => {});
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* ```
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*/
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const ZOOM_START: string;
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@ -5853,6 +5985,16 @@ declare namespace Phaser {
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*/
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readonly loaderLocalScheme: string[];
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/**
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* The quality of the Glow FX (defaults to 0.1)
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*/
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readonly glowFXQuality: number;
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/**
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* The distance of the Glow FX (defaults to 10)
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*/
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readonly glowFXDistance: number;
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/**
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* An array of global plugins to be installed.
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*/
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@ -9359,6 +9501,12 @@ declare namespace Phaser {
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*/
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readonly isStencil: boolean;
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/**
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* The current stencil level. This can change dynamically at runtime
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* and is set in the applyStencil method.
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*/
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level: boolean;
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/**
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* Sets a new Graphics object for the Geometry Mask.
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* @param graphicsGeometry The Graphics object which will be used for the Geometry Mask.
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@ -9765,18 +9913,35 @@ declare namespace Phaser {
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}
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namespace FX {
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/**
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* The Barrel FX Controller.
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*
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* This FX controller manages the barrel distortion effect for a Game Object.
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*
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* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion to
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* a Game Object. The amount of the effect can be modified in real-time.
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*
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* A Barrel effect is added to a Game Object via the FX component:
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*
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* ```js
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* const sprite = this.add.sprite();
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*
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* sprite.preFX.addBarrel();
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* sprite.postFX.addBarrel();
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* ```
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*/
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class Barrel extends Phaser.FX.Controller {
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/**
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*
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* @param gameObject A reference to the Game Object that has this fx.
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* @param amount The amount of distortion applied to the barrel effect. Typically keep this within the range 0 (no distortion) to 1. Default 1.
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* @param amount The amount of distortion applied to the barrel effect. A value of 1 is no distortion. Typically keep this within +- 1. Default 1.
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*/
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constructor(gameObject: Phaser.GameObjects.GameObject, amount?: number);
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/**
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* The amount of distortion applied to the barrel effect.
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*
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* Typically keep this within the range 0 (no distortion) to 1.
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* Typically keep this within the range 1 (no distortion) to +- 1.
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*/
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amount: number;
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@ -10139,27 +10304,35 @@ declare namespace Phaser {
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}
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/**
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* The Glow FX Controller.
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*
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* This FX controller manages the glow effect for a Game Object.
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*
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* A glow effect allows you to apply a soft, blurred 'glow' around either the outside,
|
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* inside, or both of a Game Object. The color and strength of the glow can be modified.
|
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*
|
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* You can modify most of its properties in real-time to adjust the visual effect.
|
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*
|
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* A Glow effect is added to a Game Object via the FX component:
|
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*
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* ```js
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* const sprite = this.add.sprite();
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*
|
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* sprite.preFX.addGlow();
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* sprite.postFX.addGlow();
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* ```
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*/
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class Glow extends Phaser.FX.Controller {
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/**
|
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*
|
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* @param gameObject A reference to the Game Object that has this fx.
|
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* @param color The color of the glow effect as a number value. Default 0xffffff.
|
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* @param distance The distance of the glow. This must be an integer and can be between 0 and 128 inclusive. Default 16.
|
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* @param outerStrength The strength of the glow outward from the edge of the Sprite. Default 4.
|
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* @param innerStrength The strength of the glow inward from the edge of the Sprite. Default 0.
|
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* @param knockout If `true` only the glow is drawn, not the texture itself. Default false.
|
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*/
|
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constructor(gameObject: Phaser.GameObjects.GameObject, color?: number, distance?: number, outerStrength?: number, innerStrength?: number, knockout?: boolean);
|
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|
||||
/**
|
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* The distance of the glow.
|
||||
*
|
||||
* This must be an integer and can be between 0 and 128 inclusive.
|
||||
*
|
||||
* The higher the value, the more iterations the shader takes
|
||||
* when drawing the glow.
|
||||
*/
|
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distance: number;
|
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constructor(gameObject: Phaser.GameObjects.GameObject, color?: number, outerStrength?: number, innerStrength?: number, knockout?: boolean);
|
||||
|
||||
/**
|
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* The strength of the glow outward from the edge of the Sprite.
|
||||
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@ -14302,17 +14475,19 @@ declare namespace Phaser {
|
|||
* on-top of each other. If you don't want this, make sure to call either `remove` or
|
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* `clear` first.
|
||||
* @param fx The FX Controller to add to this FX Component.
|
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* @param config Optional configuration object that is passed to the pipeline during instantiation.
|
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*/
|
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add(fx: Phaser.FX.Controller): Phaser.FX.Controller;
|
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add(fx: Phaser.FX.Controller, config?: object): Phaser.FX.Controller;
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/**
|
||||
* Adds a Glow effect.
|
||||
* @param color The color of the glow effect as a number value. Default 0xffffff.
|
||||
* @param distance The distance of the glow. This must be an integer and can be between 0 and 128 inclusive. Default 16.
|
||||
* @param outerStrength The strength of the glow outward from the edge of the Sprite. Default 4.
|
||||
* @param innerStrength The strength of the glow inward from the edge of the Sprite. Default 0.
|
||||
* @param knockout If `true` only the glow is drawn, not the texture itself. Default false.
|
||||
* @param quality Only available for PostFX. Sets the quality of this Glow effect. Default is 0.1. Cannot be changed post-creation. Default 0.1.
|
||||
* @param distance Only available for PostFX. Sets the distance of this Glow effect. Default is 10. Cannot be changed post-creation. Default 10.
|
||||
*/
|
||||
addGlow(color?: number, distance?: number, outerStrength?: number, innerStrength?: number, knockout?: boolean): Phaser.FX.Glow;
|
||||
addGlow(color?: number, outerStrength?: number, innerStrength?: number, knockout?: boolean, quality?: number, distance?: number): Phaser.FX.Glow;
|
||||
/**
|
||||
* Adds a Shadow effect.
|
||||
* @param x The horizontal offset of the shadow effect. Default 0.
|
||||
|
@ -14392,7 +14567,7 @@ declare namespace Phaser {
|
|||
addCircle(thickness?: number, color?: number, backgroundColor?: number, scale?: number, feather?: number): Phaser.FX.Circle;
|
||||
/**
|
||||
* Adds a Barrel effect.
|
||||
* @param amount The amount of distortion applied to the barrel effect. Typically keep this within the range 0 (no distortion) to 1. Default 1.
|
||||
* @param amount The amount of distortion applied to the barrel effect. A value of 1 is no distortion. Typically keep this within +- 1. Default 1.
|
||||
*/
|
||||
addBarrel(amount?: number): Phaser.FX.Barrel;
|
||||
/**
|
||||
|
@ -65075,6 +65250,10 @@ declare namespace Phaser {
|
|||
|
||||
/**
|
||||
* The value of PI * 0.5.
|
||||
*
|
||||
* Yes, we undertstand that this should actually be PI * 2, but
|
||||
* it has been like this for so long we can't change it now.
|
||||
* If you need PI * 2, use the PI2 constant instead.
|
||||
*/
|
||||
var TAU: number;
|
||||
|
||||
|
@ -79769,7 +79948,8 @@ declare namespace Phaser {
|
|||
customBoundsRectangle: Phaser.Geom.Rectangle;
|
||||
|
||||
/**
|
||||
* Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary (and `collideWorldBounds` is also true).
|
||||
* Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary
|
||||
* (and `collideWorldBounds` is also true).
|
||||
*/
|
||||
onWorldBounds: boolean;
|
||||
|
||||
|
@ -79784,7 +79964,7 @@ declare namespace Phaser {
|
|||
onOverlap: boolean;
|
||||
|
||||
/**
|
||||
* The Body's absolute maximum velocity, in pixels per second.
|
||||
* The absolute maximum velocity of this body, in pixels per second.
|
||||
* The horizontal and vertical components are applied separately.
|
||||
*/
|
||||
maxVelocity: Phaser.Math.Vector2;
|
||||
|
@ -89639,8 +89819,9 @@ declare namespace Phaser {
|
|||
* If no instance, or matching name, exists in this manager, it returns `undefined`.
|
||||
* @param pipeline Either the string-based name of the pipeline to get, or a pipeline instance, or class to look-up.
|
||||
* @param gameObject If this post pipeline is being installed into a Game Object or Camera, this is a reference to it.
|
||||
* @param config Optional pipeline data object that is set in to the `postPipelineData` property of this Game Object.
|
||||
*/
|
||||
getPostPipeline(pipeline: string | Function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, gameObject?: Phaser.GameObjects.GameObject): Phaser.Renderer.WebGL.Pipelines.PostFXPipeline;
|
||||
getPostPipeline(pipeline: string | Function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, gameObject?: Phaser.GameObjects.GameObject, config?: object): Phaser.Renderer.WebGL.Pipelines.PostFXPipeline;
|
||||
|
||||
/**
|
||||
* Removes a pipeline instance based on the given name.
|
||||
|
@ -90083,6 +90264,82 @@ declare namespace Phaser {
|
|||
}
|
||||
|
||||
namespace FX {
|
||||
/**
|
||||
* The Barrel FX Pipeline.
|
||||
*
|
||||
* 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 is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addBarrel();
|
||||
* ```
|
||||
*/
|
||||
class BarrelFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
|
||||
/**
|
||||
*
|
||||
* @param game A reference to the Phaser Game instance.
|
||||
*/
|
||||
constructor(game: Phaser.Game);
|
||||
|
||||
/**
|
||||
* The amount of distortion applied to the barrel effect.
|
||||
*
|
||||
* Typically keep this within the range 1 (no distortion) to +- 1.
|
||||
*/
|
||||
amount: number;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* The Glow FX Pipeline.
|
||||
*
|
||||
* A glow effect allows you to apply a soft, blurred 'glow' around either the outside,
|
||||
* inside, or both of a Game Object. The color and strength of the glow can be modified.
|
||||
*
|
||||
* You can modify most of its properties in real-time to adjust the visual effect.
|
||||
*
|
||||
* A Glow effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addGlow();
|
||||
* ```
|
||||
*/
|
||||
class GlowFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
|
||||
/**
|
||||
*
|
||||
* @param game A reference to the Phaser Game instance.
|
||||
* @param config The configuration options for this pipeline.
|
||||
*/
|
||||
constructor(game: Phaser.Game, config: object);
|
||||
|
||||
/**
|
||||
* The strength of the glow outward from the edge of the Sprite.
|
||||
*/
|
||||
outerStrength: number;
|
||||
|
||||
/**
|
||||
* The strength of the glow inward from the edge of the Sprite.
|
||||
*/
|
||||
innerStrength: number;
|
||||
|
||||
/**
|
||||
* If `true` only the glow is drawn, not the texture itself.
|
||||
*/
|
||||
knockout: number;
|
||||
|
||||
/**
|
||||
* A 4 element array of gl color values.
|
||||
*/
|
||||
glcolor: number[];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class FXPipeline extends Phaser.Renderer.WebGL.Pipelines.PreFXPipeline {
|
||||
|
@ -90648,7 +90905,7 @@ declare namespace Phaser {
|
|||
* If this Post Pipeline belongs to a Game Object or Camera,
|
||||
* this property contains a reference to it.
|
||||
*/
|
||||
gameObject: Phaser.GameObjects.GameObject;
|
||||
gameObject: Phaser.GameObjects.GameObject | Phaser.Cameras.Scene2D.Camera;
|
||||
|
||||
/**
|
||||
* If this Post Pipeline belongs to an FX Controller, this is a
|
||||
|
@ -91575,6 +91832,11 @@ declare namespace Phaser {
|
|||
*/
|
||||
readonly autoResize: boolean;
|
||||
|
||||
/**
|
||||
* Does this Render Target have a Depth Buffer?
|
||||
*/
|
||||
readonly hasDepthBuffer: boolean;
|
||||
|
||||
/**
|
||||
* Sets if this Render Target should automatically resize when the WebGL Renderer
|
||||
* emits a resize event.
|
||||
|
@ -91687,6 +91949,16 @@ declare namespace Phaser {
|
|||
*/
|
||||
function parseFragmentShaderMaxTextures(fragmentShaderSource: string, maxTextures: number): string;
|
||||
|
||||
/**
|
||||
* Takes the Glow FX Shader source and parses out the __SIZE__ and __DIST__
|
||||
* consts with the configuration values.
|
||||
* @param shader The Fragment Shader source code to operate on.
|
||||
* @param game The Phaser Game instance.
|
||||
* @param quality The quality of the glow (defaults to 0.1)
|
||||
* @param distance The distance of the glow (defaults to 10)
|
||||
*/
|
||||
function setGlowQuality(shader: string, game: Phaser.Game, quality?: number, distance?: number): string;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -93253,8 +93525,10 @@ declare namespace Phaser {
|
|||
* @param framebuffer The framebuffer that needs to be bound.
|
||||
* @param updateScissor Set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack. Default false.
|
||||
* @param setViewport Should the WebGL viewport be set? Default true.
|
||||
* @param texture Bind the given frame buffer texture? Default null.
|
||||
* @param clear Clear the frame buffer after binding? Default false.
|
||||
*/
|
||||
pushFramebuffer(framebuffer: WebGLFramebuffer, updateScissor?: boolean, setViewport?: boolean): this;
|
||||
pushFramebuffer(framebuffer: WebGLFramebuffer, updateScissor?: boolean, setViewport?: boolean, texture?: WebGLTexture, clear?: boolean): this;
|
||||
|
||||
/**
|
||||
* Sets the given framebuffer as the active and currently bound framebuffer.
|
||||
|
@ -93265,8 +93539,10 @@ declare namespace Phaser {
|
|||
* @param framebuffer The framebuffer that needs to be bound.
|
||||
* @param updateScissor If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack. Default false.
|
||||
* @param setViewport Should the WebGL viewport be set? Default true.
|
||||
* @param texture Bind the given frame buffer texture? Default null.
|
||||
* @param clear Clear the frame buffer after binding? Default false.
|
||||
*/
|
||||
setFramebuffer(framebuffer: WebGLFramebuffer, updateScissor?: boolean, setViewport?: boolean): this;
|
||||
setFramebuffer(framebuffer: WebGLFramebuffer, updateScissor?: boolean, setViewport?: boolean, texture?: WebGLTexture, clear?: boolean): this;
|
||||
|
||||
/**
|
||||
* Pops the previous framebuffer from the fbo stack and sets it.
|
||||
|
@ -93275,6 +93551,13 @@ declare namespace Phaser {
|
|||
*/
|
||||
popFramebuffer(updateScissor?: boolean, setViewport?: boolean): WebGLFramebuffer;
|
||||
|
||||
/**
|
||||
* Restores the previous framebuffer from the fbo stack and sets it.
|
||||
* @param updateScissor If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack. Default false.
|
||||
* @param setViewport Should the WebGL viewport be set? Default true.
|
||||
*/
|
||||
restoreFramebuffer(updateScissor?: boolean, setViewport?: boolean): void;
|
||||
|
||||
/**
|
||||
* Binds a shader program.
|
||||
*
|
||||
|
@ -93433,6 +93716,18 @@ declare namespace Phaser {
|
|||
*/
|
||||
postRender(): void;
|
||||
|
||||
/**
|
||||
* Disables the STENCIL_TEST but does not change the status
|
||||
* of the current stencil mask.
|
||||
*/
|
||||
clearStencilMask(): void;
|
||||
|
||||
/**
|
||||
* Restores the current stencil function to the one that was in place
|
||||
* before `clearStencilMask` was called.
|
||||
*/
|
||||
restoreStencilMask(): void;
|
||||
|
||||
/**
|
||||
* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
|
||||
*
|
||||
|
|
Loading…
Reference in a new issue