/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GameObjectFactory = require('../GameObjectFactory'); var PointLight = require('./PointLight'); /** * Creates a new Point Light Game Object and adds it to the Scene. * * Note: This method will only be available if the Point Light Game Object has been built into Phaser. * * The Point Light Game Object provides a way to add a point light effect into your game, * without the expensive shader processing requirements of the traditional Light Game Object. * * The difference is that the Point Light renders using a custom shader, designed to give the * impression of a point light source, of variable radius, intensity and color, in your game. * However, unlike the Light Game Object, it does not impact any other Game Objects, or use their * normal maps for calcuations. This makes them extremely fast to render compared to Lights * and perfect for special effects, such as flickering torches or muzzle flashes. * * For maximum performance you should batch Point Light Game Objects together. This means * ensuring they follow each other consecutively on the display list. Ideally, use a Layer * Game Object and then add just Point Lights to it, so that it can batch together the rendering * of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in * your game then it's perfectly safe to mix them into the dislay list as normal. However, if * you're using a large number of them, please consider how they are mixed into the display list. * * The renderer will automatically cull Point Lights. Those with a radius that does not intersect * with the Camera will be skipped in the rendering list. This happens automatically and the * culled state is refreshed every frame, for every camera. * * The origin of a Point Light is always 0.5 and it cannot be changed. * * Point Lights are a WebGL only feature and do not have a Canvas counterpart. * * @method Phaser.GameObjects.GameObjectFactory#pointlight * @since 3.50.0 * * @param {number} x - The horizontal position of this Point Light in the world. * @param {number} y - The vertical position of this Point Light in the world. * @param {number} [color=0xffffff] - The color of the Point Light, given as a hex value. * @param {number} [radius=128] - The radius of the Point Light. * @param {number} [intensity=1] - The intensity, or color blend, of the Point Light. * @param {number} [attenuation=0.1] - The attenuation of the Point Light. This is the reduction of light from the center point. * * @return {Phaser.GameObjects.PointLight} The Game Object that was created. */ GameObjectFactory.register('pointlight', function (x, y, color, radius, intensity, attenuation) { return this.displayList.add(new PointLight(this.scene, x, y, color, radius, intensity, attenuation)); });