Added CSS3Filters plugin. Also modified Sprite to contain preUpdate call, so that update can be over-ridden by custom Classes + added an example for this.

This commit is contained in:
Richard Davey 2013-09-11 00:35:21 +01:00
parent e2eddc8b24
commit f885f7b023
5 changed files with 255 additions and 2 deletions

180
Plugins/CSS3Filters.js Normal file
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@ -0,0 +1,180 @@
/**
* Phaser - Display - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
Phaser.Plugins.CSS3Filters = function (parent) {
this.parent = parent;
this._blur = 0;
this._grayscale = 0;
this._sepia = 0;
this._brightness = 0;
this._contrast = 0;
this._hueRotate = 0;
this._invert = 0;
this._opacity = 0;
this._saturate = 0;
};
Phaser.Plugins.CSS3Filters.prototype = {
setFilter: function (local, prefix, value, unit) {
this[local] = value;
if (this.parent)
{
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
}
}
};
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "blur", {
get: function () {
return this._blur;
},
/**
* Applies a Gaussian blur to the DOM element. The value of 'radius' defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
set: function (radius) {
this.setFilter('_blur', 'blur', radius, 'px');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "grayscale", {
get: function () {
return this._grayscale;
},
/**
* Converts the input image to grayscale. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_grayscale', 'grayscale', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "sepia", {
get: function () {
return this._sepia;
},
/**
* Converts the input image to sepia. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_sepia', 'sepia', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "brightness", {
get: function () {
return this._brightness;
},
/**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_brightness', 'brightness', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "contrast", {
get: function () {
return this._contrast;
},
/**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_contrast', 'contrast', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "hueRotate", {
get: function () {
return this._hueRotate;
},
/**
* Applies a hue rotation on the input image. The value of 'angle' defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the 'angle' parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
set: function (angle) {
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "invert", {
get: function () {
return this._invert;
},
/**
* Inverts the samples in the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (value) {
this.setFilter('_invert', 'invert', value, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "opacity", {
get: function () {
return this._opacity;
},
/**
* Applies transparency to the samples in the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the 'amount' parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
set: function (value) {
this.setFilter('_opacity', 'opacity', value, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "saturate", {
get: function () {
return this._saturate;
},
/**
* Saturates the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (value) {
this.setFilter('_saturate', 'saturate', value, '%');
}
});

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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
// Here is a custom game object
MonsterBunny = function (game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'bunny');
};
MonsterBunny.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
MonsterBunny.prototype.constructor = MonsterBunny;
/**
* Automatically called by World.update
*/
MonsterBunny.prototype.update = function() {
this.angle++;
};
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bunny', 'assets/sprites/bunny.png');
}
function create() {
var wabbit = new MonsterBunny(game, 400, 300);
wabbit.lifespan = 3000;
wabbit.anchor.setTo(0.5, 0.5);
game.add.existing(wabbit);
}
function update() {
}
function render() {
}
})();
</script>
</body>
</html>

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@ -59,6 +59,11 @@ Phaser.World.prototype = {
do
{
if (currentNode['preUpdate'])
{
currentNode.preUpdate();
}
if (currentNode['update'])
{
currentNode.update();

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@ -10,6 +10,12 @@ Phaser.GameObjectFactory.prototype = {
game: null,
world: null,
existing: function (object) {
return this.world.add(object);
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*

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@ -155,9 +155,9 @@ Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by World.update
* Automatically called by World.update. You can create your own update in Objects that extend Phaser.Sprite.
*/
Phaser.Sprite.prototype.update = function() {
Phaser.Sprite.prototype.preUpdate = function() {
if (!this.exists)
{