mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Added Vignette and BaseFX class
This commit is contained in:
parent
532d5a9375
commit
ed1f79e57e
12 changed files with 202 additions and 51 deletions
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@ -4,9 +4,10 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Glow = require('../fx/Glow');
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var Shadow = require('../fx/Shadow');
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var Pixelate = require('../fx/Pixelate');
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var Effects = require('../fx/');
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// var Shadow = require('../fx/Shadow');
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// var Pixelate = require('../fx/Pixelate');
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// var Vignette = require('../fx/Vignette');
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/**
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* Provides methods used for setting the FX values of a Game Object.
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@ -151,7 +152,7 @@ var FX = {
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addGlowFX: function ()
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{
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var fx = new Glow(this);
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var fx = new Effects.Glow(this);
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this.fx.push(fx);
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@ -160,7 +161,7 @@ var FX = {
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addShadowFX: function ()
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{
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var fx = new Shadow(this);
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var fx = new Effects.Shadow(this);
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this.fx.push(fx);
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@ -169,7 +170,16 @@ var FX = {
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addPixelateFX: function ()
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{
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var fx = new Pixelate(this);
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var fx = new Effects.Pixelate(this);
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this.fx.push(fx);
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return fx;
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},
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addVignetteFX: function ()
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{
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var fx = new Effects.Vignette(this);
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this.fx.push(fx);
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40
src/gameobjects/fx/BaseFX.js
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40
src/gameobjects/fx/BaseFX.js
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@ -0,0 +1,40 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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/**
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* @classdesc
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*
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* @class BaseFX
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* @memberof Phaser.GameObjects.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {number} type - The FX Type constant.
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
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*/
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var BaseFX = new Class({
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initialize:
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function BaseFX (type, gameObject)
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{
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this.type = type;
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this.gameObject = gameObject;
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this.active = true;
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},
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destroy: function ()
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{
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this.gameObject = null;
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}
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});
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module.exports = BaseFX;
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@ -4,6 +4,7 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BaseFX = require('./BaseFX');
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var Class = require('../../utils/Class');
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var FX_CONST = require('./const');
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* @classdesc
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*
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* @class Glow
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* @extends Phaser.GameObjects.FX.BaseFX
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* @memberof Phaser.GameObjects.FX
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* @constructor
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* @since 3.60.0
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@ -19,15 +21,13 @@ var FX_CONST = require('./const');
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*/
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var Glow = new Class({
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Extends: BaseFX,
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initialize:
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function Glow (gameObject)
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{
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this.type = FX_CONST.GLOW;
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this.gameObject = gameObject;
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this.active = true;
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BaseFX.call(this, FX_CONST.GLOW, gameObject);
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this.distance = 16;
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this.outerStrength = 4;
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@ -61,11 +61,6 @@ var Glow = new Class({
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color[2] = (value & 0xFF) / 255;
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}
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},
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destroy: function ()
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{
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this.gameObject = null;
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}
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});
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BaseFX = require('./BaseFX');
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var Class = require('../../utils/Class');
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var FX_CONST = require('./const');
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@ -11,6 +12,7 @@ var FX_CONST = require('./const');
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* @classdesc
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*
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* @class Pixelate
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* @extends Phaser.GameObjects.FX.BaseFX
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* @memberof Phaser.GameObjects.FX
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* @constructor
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* @since 3.60.0
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@ -19,22 +21,15 @@ var FX_CONST = require('./const');
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*/
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var Pixelate = new Class({
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Extends: BaseFX,
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initialize:
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function Pixelate (gameObject)
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{
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this.type = FX_CONST.PIXELATE;
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this.gameObject = gameObject;
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this.active = true;
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BaseFX.call(this, FX_CONST.PIXELATE, gameObject);
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this.amount = 1;
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},
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destroy: function ()
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{
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this.gameObject = null;
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}
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});
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BaseFX = require('./BaseFX');
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var Class = require('../../utils/Class');
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var FX_CONST = require('./const');
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* @classdesc
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*
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* @class Shadow
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* @extends Phaser.GameObjects.FX.BaseFX
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* @memberof Phaser.GameObjects.FX
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* @constructor
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* @since 3.60.0
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*/
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var Shadow = new Class({
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Extends: BaseFX,
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initialize:
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function Shadow (gameObject)
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{
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this.type = FX_CONST.SHADOW;
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this.gameObject = gameObject;
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this.active = true;
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BaseFX.call(this, FX_CONST.SHADOW, gameObject);
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this.x = 0;
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this.y = 0;
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color[2] = (value & 0xFF) / 255;
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}
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},
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destroy: function ()
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{
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this.gameObject = null;
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}
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});
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37
src/gameobjects/fx/Vignette.js
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37
src/gameobjects/fx/Vignette.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BaseFX = require('./BaseFX');
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var Class = require('../../utils/Class');
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var FX_CONST = require('./const');
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/**
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* @classdesc
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*
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* @class Vignette
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* @extends Phaser.GameObjects.FX.BaseFX
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* @memberof Phaser.GameObjects.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
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*/
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var Vignette = new Class({
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Extends: BaseFX,
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initialize:
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function Vignette (gameObject)
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{
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BaseFX.call(this, FX_CONST.VIGNETTE, gameObject);
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this.strength = 3;
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}
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});
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module.exports = Vignette;
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@ -34,7 +34,17 @@ var FX_CONST = {
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* @const
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* @since 3.60.0
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*/
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PIXELATE: 6
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PIXELATE: 6,
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/**
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* The Vignette FX.
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*
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* @name Phaser.GameObjects.FX.VIGNETTE
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* @type {number}
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* @const
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* @since 3.60.0
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*/
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VIGNETTE: 7
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};
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19
src/gameobjects/fx/index.js
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19
src/gameobjects/fx/index.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* @namespace Phaser.GameObjects.FX
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*/
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module.exports = {
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BaseFX: require('./BaseFX'),
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Glow: require('./Glow'),
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Pixelate: require('./Pixelate'),
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Shadow: require('./Shadow'),
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Vignette: require('./Vignette')
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};
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@ -126,6 +126,8 @@ var GameObjects = {
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// WebGL only Game Objects
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if (typeof WEBGL_RENDERER)
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{
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GameObjects.FX = require('./fx');
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GameObjects.Shader = require('./shader/Shader');
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GameObjects.Mesh = require('./mesh/Mesh');
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GameObjects.NineSlice = require('./nineslice/NineSlice');
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@ -11,6 +11,7 @@ var PixelateFrag = require('../shaders/FXPixelate-frag.js');
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var PreFXPipeline = require('./PreFXPipeline');
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var ShadowFrag = require('../shaders/FXShadow-frag.js');
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var SingleQuadVS = require('../shaders/Single-vert.js');
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var VignetteFrag = require('../shaders/FXVignette-frag.js');
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/**
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* @classdesc
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config.shaders = [
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{ name: 'Glow', fragShader: GlowFrag, vertShader: SingleQuadVS },
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{ name: 'Shadow', fragShader: ShadowFrag, vertShader: SingleQuadVS },
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{ name: 'Pixelate', fragShader: PixelateFrag, vertShader: SingleQuadVS }
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{ name: 'Pixelate', fragShader: PixelateFrag, vertShader: SingleQuadVS },
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{ name: 'Vignette', fragShader: VignetteFrag, vertShader: SingleQuadVS }
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];
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PreFXPipeline.call(this, config);
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this.swap;
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},
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boot: function ()
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{
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PreFXPipeline.prototype.boot.call(this);
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console.log(this.shaders);
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},
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onDraw: function (target1, target2, target3)
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{
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this.source = target1;
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switch (fx.type)
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{
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case FX_CONST.GLOW:
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this.onGlowDraw(fx);
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this.glow(fx);
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drawn = true;
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break;
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case FX_CONST.SHADOW:
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this.onShadowDraw(fx);
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this.shadow(fx);
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drawn = true;
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break;
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case FX_CONST.PIXELATE:
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this.onPixelateDraw(fx);
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this.pixelate(fx);
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drawn = true;
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break;
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case FX_CONST.VIGNETTE:
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this.vignette(fx);
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drawn = true;
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break;
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}
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this.drawToGame(this.source);
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},
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onGlowDraw: function (config)
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glow: function (config)
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{
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var source = this.source;
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var target = this.target;
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this.target = source;
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},
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onShadowDraw: function (config)
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shadow: function (config)
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{
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var source = this.source;
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var target = this.target;
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this.target = source;
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},
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onPixelateDraw: function (config)
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pixelate: function (config)
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{
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var source = this.source;
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var target = this.target;
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this.target = source;
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},
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vignette: function (config)
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{
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var source = this.source;
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var target = this.target;
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this.setShader(this.shaders[FX_CONST.VIGNETTE]);
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this.set1f('strength', config.strength);
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this.copy(source, target);
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this.source = target;
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this.target = source;
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},
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// onBloomDraw: function (target1, target2, target3)
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// {
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// this.manager.copyFrame(target1, target3);
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18
src/renderer/webgl/shaders/FXVignette-frag.js
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18
src/renderer/webgl/shaders/FXVignette-frag.js
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module.exports = [
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'#define SHADER_NAME VIGNETTE_FS',
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'',
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'precision mediump float;',
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'',
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'uniform sampler2D uMainSampler;',
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'uniform float strength;',
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'',
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'varying vec2 outTexCoord;',
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'',
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'void main()',
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'{',
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' vec2 uv = vec2(outTexCoord + vec2(-0.5, -0.5)) * 2.0;',
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'',
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' gl_FragColor = texture2D(uMainSampler, outTexCoord) - length(uv * strength);',
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'}',
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''
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].join('\n');
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src/renderer/webgl/shaders/src/FXVignette.frag
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src/renderer/webgl/shaders/src/FXVignette.frag
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#define SHADER_NAME VIGNETTE_FS
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precision mediump float;
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uniform sampler2D uMainSampler;
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uniform float strength;
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varying vec2 outTexCoord;
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void main()
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{
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vec2 uv = vec2(outTexCoord + vec2(-0.5, -0.5)) * 2.0;
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gl_FragColor = texture2D(uMainSampler, outTexCoord) - length(uv * strength);
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}
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