mirror of
https://github.com/photonstorm/phaser
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More FX documentation finished
This commit is contained in:
parent
b89a10c99d
commit
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17 changed files with 582 additions and 22 deletions
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@ -10,6 +10,24 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The ColorMatrix FX Controller.
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*
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* This FX controller manages the color matrix effect for a Game Object.
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*
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* The color matrix effect is a visual technique that involves manipulating the colors of an image
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* or scene using a mathematical matrix. This process can adjust hue, saturation, brightness, and contrast,
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* allowing developers to create various stylistic appearances or mood settings within the game.
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* Common applications include simulating different lighting conditions, applying color filters,
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* or achieving a specific visual style.
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*
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* A ColorMatrix 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.addColorMatrix();
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* sprite.postFX.addColorMatrix();
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* ```
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*
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* @class ColorMatrix
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* @extends Phaser.Display.ColorMatrix
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@ -10,6 +10,24 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Displacement FX Controller.
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*
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* This FX controller manages the displacement effect for a Game Object.
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*
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* The displacement effect is a visual technique that alters the position of pixels in an image
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* or texture based on the values of a displacement map. This effect is used to create the illusion
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* of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to
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* characters, objects, or backgrounds to enhance realism, convey movement, or achieve various
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* stylistic appearances.
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*
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* A Displacement 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.addDisplacement();
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* sprite.postFX.addDisplacement();
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* ```
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*
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* @class Displacement
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* @extends Phaser.FX.Controller
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@ -18,9 +36,9 @@ var FX_CONST = require('./const');
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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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* @param {string} [key='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
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* @param {number} [x=0.005] - The amount of horizontal displacement to apply.
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* @param {number} [y=0.005] - The amount of vertical displacement to apply.
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* @param {string} [texture='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
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* @param {number} [x=0.005] - The amount of horizontal displacement to apply. A very small float number, such as 0.005.
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* @param {number} [y=0.005] - The amount of vertical displacement to apply. A very small float number, such as 0.005.
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*/
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var Displacement = new Class({
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@ -28,9 +46,9 @@ var Displacement = new Class({
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initialize:
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function Displacement (gameObject, displacementTexture, x, y)
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function Displacement (gameObject, texture, x, y)
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{
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if (displacementTexture === undefined) { displacementTexture = '__WHITE'; }
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if (texture === undefined) { texture = '__WHITE'; }
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if (x === undefined) { x = 0.005; }
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if (y === undefined) { y = 0.005; }
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@ -63,9 +81,21 @@ var Displacement = new Class({
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*/
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this.glTexture;
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this.setTexture(displacementTexture);
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this.setTexture(texture);
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},
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/**
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* Sets the Texture to be used for the displacement effect.
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*
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* You can only use a whole texture, not a frame from a texture atlas or sprite sheet.
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*
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* @method Phaser.GameObjects.Components.FX#setTexture
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* @since 3.60.0
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*
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* @param {string} [texture='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
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*
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* @return {this} This FX Controller.
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*/
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setTexture: function (texture)
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{
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var phaserTexture = this.gameObject.scene.sys.textures.getFrame(texture);
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@ -74,6 +104,8 @@ var Displacement = new Class({
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{
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this.glTexture = phaserTexture.glTexture;
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}
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return this;
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}
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});
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@ -14,10 +14,10 @@ var FX_CONST = require('./const');
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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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* The glow effect is a visual technique that creates a soft, luminous halo around game objects,
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* characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal,
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* or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on
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* the inside of the Game Object. The color and strength of the glow can be modified.
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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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@ -10,6 +10,23 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Gradient FX Controller.
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*
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* This FX controller manages the gradient effect for a Game Object.
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*
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* The gradient overlay effect is a visual technique where a smooth color transition is applied over Game Objects,
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* such as sprites or UI components. This effect is used to enhance visual appeal, emphasize depth, or create
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* stylistic and atmospheric variations. It can also be utilized to convey information, such as representing
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* progress or health status through color changes.
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*
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* A Gradient 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.addGradient();
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* sprite.postFX.addGradient();
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* ```
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*
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* @class Gradient
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* @extends Phaser.FX.Controller
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@ -10,6 +10,23 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Pixelate FX Controller.
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*
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* This FX controller manages the pixelate effect for a Game Object.
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*
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* The pixelate effect is a visual technique that deliberately reduces the resolution or detail of an image,
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* creating a blocky or mosaic appearance composed of large, visible pixels. This effect can be used for stylistic
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* purposes, as a homage to retro gaming, or as a means to obscure certain elements within the game, such as
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* during a transition or to censor specific content.
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*
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* A Pixelate 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.addPixelate();
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* sprite.postFX.addPixelate();
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* ```
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*
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* @class Pixelate
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* @extends Phaser.FX.Controller
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@ -10,6 +10,22 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Shadow FX Controller.
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*
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* This FX controller manages the shadow effect for a Game Object.
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*
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* The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker,
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* offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows
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* help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.
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*
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* A Shadow 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.addShadow();
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* sprite.postFX.addShadow();
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* ```
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*
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* @class Shadow
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* @extends Phaser.FX.Controller
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@ -10,6 +10,23 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Shine FX Controller.
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*
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* This FX controller manages the shift effect for a Game Object.
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*
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* The shine effect is a visual technique that simulates the appearance of reflective
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* or glossy surfaces by passing a light beam across a Game Object. This effect is used to
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* enhance visual appeal, emphasize certain features, and create a sense of depth or
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* material properties.
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*
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* A Shine 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.addShine();
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* sprite.postFX.addShine();
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* ```
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*
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* @class Shine
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* @extends Phaser.FX.Controller
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@ -10,6 +10,22 @@ var FX_CONST = require('./const');
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/**
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* @classdesc
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* The Vignette FX Controller.
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*
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* This FX controller manages the vignette effect for a Game Object.
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*
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* The vignette effect is a visual technique where the edges of the screen, or a Game Object, gradually darken or blur,
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* creating a frame-like appearance. This effect is used to draw the player's focus towards the central action or subject,
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* enhance immersion, and provide a cinematic or artistic quality to the game's visuals.
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*
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* A Vignette 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.addVignette();
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* sprite.postFX.addVignette();
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* ```
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*
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* @class Vignette
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* @extends Phaser.FX.Controller
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@ -360,6 +360,11 @@ var FX = new Class({
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/**
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* Adds a Glow effect.
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*
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* The glow effect is a visual technique that creates a soft, luminous halo around game objects,
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* characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal,
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* or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on
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* the inside of the Game Object. The color and strength of the glow can be modified.
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*
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* @method Phaser.GameObjects.Components.FX#addGlow
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* @since 3.60.0
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*
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/**
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* Adds a Shadow effect.
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*
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* The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker,
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* offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows
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* help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.
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*
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* @method Phaser.GameObjects.Components.FX#addShadow
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* @since 3.60.0
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*
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/**
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* Adds a Pixelate effect.
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*
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* The pixelate effect is a visual technique that deliberately reduces the resolution or detail of an image,
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* creating a blocky or mosaic appearance composed of large, visible pixels. This effect can be used for stylistic
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* purposes, as a homage to retro gaming, or as a means to obscure certain elements within the game, such as
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* during a transition or to censor specific content.
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*
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* @method Phaser.GameObjects.Components.FX#addPixelate
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* @since 3.60.0
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*
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/**
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* Adds a Vignette effect.
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*
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* The vignette effect is a visual technique where the edges of the screen, or a Game Object, gradually darken or blur,
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* creating a frame-like appearance. This effect is used to draw the player's focus towards the central action or subject,
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* enhance immersion, and provide a cinematic or artistic quality to the game's visuals.
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*
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* @method Phaser.GameObjects.Components.FX#addVignette
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* @since 3.60.0
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*
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@ -434,6 +452,11 @@ var FX = new Class({
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/**
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* Adds a Shine effect.
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*
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* The shine effect is a visual technique that simulates the appearance of reflective
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* or glossy surfaces by passing a light beam across a Game Object. This effect is used to
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* enhance visual appeal, emphasize certain features, and create a sense of depth or
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* material properties.
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*
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* @method Phaser.GameObjects.Components.FX#addShine
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* @since 3.60.0
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*
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@ -477,6 +500,11 @@ var FX = new Class({
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/**
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* Adds a Gradient effect.
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*
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* The gradient overlay effect is a visual technique where a smooth color transition is applied over Game Objects,
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* such as sprites or UI components. This effect is used to enhance visual appeal, emphasize depth, or create
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* stylistic and atmospheric variations. It can also be utilized to convey information, such as representing
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* progress or health status through color changes.
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*
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* @method Phaser.GameObjects.Components.FX#addGradient
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* @since 3.60.0
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*
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@ -524,6 +552,12 @@ var FX = new Class({
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/**
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* Adds a ColorMatrix effect.
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*
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* The color matrix effect is a visual technique that involves manipulating the colors of an image
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* or scene using a mathematical matrix. This process can adjust hue, saturation, brightness, and contrast,
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* allowing developers to create various stylistic appearances or mood settings within the game.
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* Common applications include simulating different lighting conditions, applying color filters,
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* or achieving a specific visual style.
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*
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* @method Phaser.GameObjects.Components.FX#addColorMatrix
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* @since 3.60.0
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*
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@ -582,18 +616,24 @@ var FX = new Class({
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/**
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* Adds a Displacement effect.
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*
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* The displacement effect is a visual technique that alters the position of pixels in an image
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* or texture based on the values of a displacement map. This effect is used to create the illusion
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* of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to
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* characters, objects, or backgrounds to enhance realism, convey movement, or achieve various
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* stylistic appearances.
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*
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* @method Phaser.GameObjects.Components.FX#addDisplacement
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* @since 3.60.0
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*
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* @param {string} [key='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
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* @param {number} [x=0.005] - The amount of horizontal displacement to apply.
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* @param {number} [y=0.005] - The amount of vertical displacement to apply.
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* @param {string} [texture='__WHITE'] - The unique string-based key of the texture to use for displacement, which must exist in the Texture Manager.
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* @param {number} [x=0.005] - The amount of horizontal displacement to apply. A very small float number, such as 0.005.
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* @param {number} [y=0.005] - The amount of vertical displacement to apply. A very small float number, such as 0.005.
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*
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* @return {Phaser.FX.Displacement} The Displacement FX Controller.
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*/
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addDisplacement: function (displacementTexture, x, y)
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addDisplacement: function (texture, x, y)
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{
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return this.add(new Effects.Displacement(this.gameObject, displacementTexture, x, y));
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return this.add(new Effects.Displacement(this.gameObject, texture, x, y));
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},
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/**
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var Class = require('../../../../utils/Class');
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var PostFXPipeline = require('../PostFXPipeline');
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/**
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* @classdesc
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* The ColorMatrix FX Pipeline.
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*
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* The color matrix effect is a visual technique that involves manipulating the colors of an image
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* or scene using a mathematical matrix. This process can adjust hue, saturation, brightness, and contrast,
|
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* allowing developers to create various stylistic appearances or mood settings within the game.
|
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* Common applications include simulating different lighting conditions, applying color filters,
|
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* or achieving a specific visual style.
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*
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* A ColorMatrix 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.postFX.addColorMatrix();
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* ```
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*
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* @class ColorMatrixFXPipeline
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* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {Phaser.Game} game - A reference to the Phaser Game instance.
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*/
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var ColorMatrixFXPipeline = new Class({
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Extends: PostFXPipeline,
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|
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@ -8,6 +8,32 @@ var Class = require('../../../../utils/Class');
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var DisplacementFrag = require('../../shaders/FXDisplacement-frag.js');
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var PostFXPipeline = require('../PostFXPipeline');
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/**
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* @classdesc
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* The Displacement FX Pipeline.
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*
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* The displacement effect is a visual technique that alters the position of pixels in an image
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* or texture based on the values of a displacement map. This effect is used to create the illusion
|
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* of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to
|
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* characters, objects, or backgrounds to enhance realism, convey movement, or achieve various
|
||||
* stylistic appearances.
|
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*
|
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* A Displacement 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.postFX.addDisplacement();
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* ```
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*
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* @class DisplacementFXPipeline
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* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {Phaser.Game} game - A reference to the Phaser Game instance.
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*/
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var DisplacementFXPipeline = new Class({
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Extends: PostFXPipeline,
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@ -21,8 +47,31 @@ var DisplacementFXPipeline = new Class({
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fragShader: DisplacementFrag
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});
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/**
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* The amount of horizontal displacement to apply.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FX.DisplacementFXPipeline#x
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* @type {number}
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* @since 3.60.0
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*/
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this.x = 0.005;
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/**
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* The amount of vertical displacement to apply.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FX.DisplacementFXPipeline#y
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* @type {number}
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* @since 3.60.0
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*/
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this.y = 0.005;
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|
||||
/**
|
||||
* The underlying WebGLTexture used for displacement.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.DisplacementFXPipeline#glTexture
|
||||
* @type {WebGLTexture}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.glTexture;
|
||||
},
|
||||
|
||||
|
|
|
@ -14,10 +14,10 @@ var Utils = require('../../Utils');
|
|||
* @classdesc
|
||||
* 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.
|
||||
* 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.
|
||||
*
|
||||
* A Glow effect is added to a Game Object via the FX component:
|
||||
*
|
||||
|
|
|
@ -8,6 +8,31 @@ var Class = require('../../../../utils/Class');
|
|||
var GradientFrag = require('../../shaders/FXGradient-frag.js');
|
||||
var PostFXPipeline = require('../PostFXPipeline');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* The Gradient FX Pipeline.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* A Gradient effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addGradient();
|
||||
* ```
|
||||
*
|
||||
* @class GradientFXPipeline
|
||||
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
||||
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
|
||||
* @constructor
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
|
||||
*/
|
||||
var GradientFXPipeline = new Class({
|
||||
|
||||
Extends: PostFXPipeline,
|
||||
|
@ -21,16 +46,79 @@ var GradientFXPipeline = new Class({
|
|||
fragShader: GradientFrag
|
||||
});
|
||||
|
||||
this.size = 0;
|
||||
/**
|
||||
* The alpha value of the gradient effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#alpha
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.alpha = 0.2;
|
||||
|
||||
/**
|
||||
* Sets 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 to a higher number to split the gradient into that many sections, giving
|
||||
* a more banded 'retro' effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#size
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.size = 0;
|
||||
|
||||
/**
|
||||
* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#fromX
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.fromX = 0;
|
||||
|
||||
/**
|
||||
* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#fromY
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.fromY = 0;
|
||||
|
||||
/**
|
||||
* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#toX
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.toX = 0;
|
||||
|
||||
/**
|
||||
* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#toY
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.toY = 1;
|
||||
|
||||
/**
|
||||
* The internal gl color array for the starting color.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#glcolor1
|
||||
* @type {number[]}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.glcolor1 = [ 255, 0, 0 ];
|
||||
|
||||
/**
|
||||
* The internal gl color array for the ending color.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.GradientFXPipeline#glcolor2
|
||||
* @type {number[]}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.glcolor2 = [ 0, 255, 0 ];
|
||||
},
|
||||
|
||||
|
|
|
@ -8,6 +8,31 @@ var Class = require('../../../../utils/Class');
|
|||
var PixelateFrag = require('../../shaders/FXPixelate-frag.js');
|
||||
var PostFXPipeline = require('../PostFXPipeline');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* The Pixelate FX Pipeline.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* A Pixelate effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addPixelate();
|
||||
* ```
|
||||
*
|
||||
* @class PixelateFXPipeline
|
||||
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
||||
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
|
||||
* @constructor
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
|
||||
*/
|
||||
var PixelateFXPipeline = new Class({
|
||||
|
||||
Extends: PostFXPipeline,
|
||||
|
@ -21,6 +46,13 @@ var PixelateFXPipeline = new Class({
|
|||
fragShader: PixelateFrag
|
||||
});
|
||||
|
||||
/**
|
||||
* The amount of pixelation to apply.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.PixelateFXPipeline#amount
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.amount = 1;
|
||||
},
|
||||
|
||||
|
|
|
@ -8,6 +8,30 @@ var Class = require('../../../../utils/Class');
|
|||
var ShadowFrag = require('../../shaders/FXShadow-frag.js');
|
||||
var PostFXPipeline = require('../PostFXPipeline');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* The Shadow FX Pipeline.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* A Shadow effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addShadow();
|
||||
* ```
|
||||
*
|
||||
* @class ShadowFXPipeline
|
||||
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
||||
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
|
||||
* @constructor
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
|
||||
*/
|
||||
var ShadowFXPipeline = new Class({
|
||||
|
||||
Extends: PostFXPipeline,
|
||||
|
@ -21,12 +45,69 @@ var ShadowFXPipeline = new Class({
|
|||
fragShader: ShadowFrag
|
||||
});
|
||||
|
||||
/**
|
||||
* The horizontal offset of the shadow effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#x
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.x = 0;
|
||||
this.y = 1;
|
||||
|
||||
/**
|
||||
* The vertical offset of the shadow effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#y
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.y = 0;
|
||||
|
||||
/**
|
||||
* The amount of decay for the shadow effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#decay
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.decay = 0.1;
|
||||
this.power = 1.0;
|
||||
|
||||
/**
|
||||
* The power of the shadow effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#power
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.power = 1;
|
||||
|
||||
/**
|
||||
* The internal gl color array.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#glcolor
|
||||
* @type {number[]}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.glcolor = [ 0, 0, 0, 1 ];
|
||||
|
||||
/**
|
||||
* The number of samples that the shadow effect will run for.
|
||||
*
|
||||
* This should be an integer with a minimum value of 1 and a maximum of 12.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#samples
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.samples = 6;
|
||||
|
||||
/**
|
||||
* The intensity of the shadow effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#intensity
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.intensity = 1;
|
||||
},
|
||||
|
||||
|
|
|
@ -8,6 +8,31 @@ var Class = require('../../../../utils/Class');
|
|||
var ShineFrag = require('../../shaders/FXShine-frag.js');
|
||||
var PostFXPipeline = require('../PostFXPipeline');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* The Shine FX Pipeline.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* A Shine effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addShine();
|
||||
* ```
|
||||
*
|
||||
* @class ShineFXPipeline
|
||||
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
||||
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
|
||||
* @constructor
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
|
||||
*/
|
||||
var ShineFXPipeline = new Class({
|
||||
|
||||
Extends: PostFXPipeline,
|
||||
|
@ -21,9 +46,40 @@ var ShineFXPipeline = new Class({
|
|||
fragShader: ShineFrag
|
||||
});
|
||||
|
||||
/**
|
||||
* The speed of the Shine effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShineFXPipeline#speed
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.speed = 0.5;
|
||||
|
||||
/**
|
||||
* The line width of the Shine effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShineFXPipeline#lineWidth
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.lineWidth = 0.5;
|
||||
|
||||
/**
|
||||
* The gradient of the Shine effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShineFXPipeline#gradient
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.gradient = 3;
|
||||
|
||||
/**
|
||||
* Does this Shine effect reveal or get added to its target?
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShineFXPipeline#reveal
|
||||
* @type {boolean}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.reveal = false;
|
||||
},
|
||||
|
||||
|
|
|
@ -8,6 +8,30 @@ var Class = require('../../../../utils/Class');
|
|||
var VignetteFrag = require('../../shaders/FXVignette-frag.js');
|
||||
var PostFXPipeline = require('../PostFXPipeline');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* The Vignette FX Pipeline.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* A Vignette effect is added to a Game Object via the FX component:
|
||||
*
|
||||
* ```js
|
||||
* const sprite = this.add.sprite();
|
||||
*
|
||||
* sprite.postFX.addVignette();
|
||||
* ```
|
||||
*
|
||||
* @class VignetteFXPipeline
|
||||
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
||||
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
|
||||
* @constructor
|
||||
* @since 3.60.0
|
||||
*
|
||||
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
|
||||
*/
|
||||
var VignetteFXPipeline = new Class({
|
||||
|
||||
Extends: PostFXPipeline,
|
||||
|
@ -21,9 +45,40 @@ var VignetteFXPipeline = new Class({
|
|||
fragShader: VignetteFrag
|
||||
});
|
||||
|
||||
/**
|
||||
* The horizontal offset of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.VignetteFXPipeline#x
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.x = 0.5;
|
||||
|
||||
/**
|
||||
* The vertical offset of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.VignetteFXPipeline#y
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.y = 0.5;
|
||||
|
||||
/**
|
||||
* The radius of the vignette effect. This value is normalized to the range 0 to 1.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.VignetteFXPipeline#radius
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.radius = 0.5;
|
||||
|
||||
/**
|
||||
* The strength of the vignette effect.
|
||||
*
|
||||
* @name Phaser.Renderer.WebGL.Pipelines.FX.VignetteFXPipeline#strength
|
||||
* @type {number}
|
||||
* @since 3.60.0
|
||||
*/
|
||||
this.strength = 0.5;
|
||||
},
|
||||
|
||||
|
|
Loading…
Reference in a new issue