var __extends = this.__extends || function (d, b) { function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var Phaser; (function (Phaser) { (function (Plugins) { /// /// /** * Phaser - Plugins - Camera FX - Shadow * * Creates a drop shadow effect on the camera window. */ (function (CameraFX) { var Shadow = (function (_super) { __extends(Shadow, _super); function Shadow(game, parent) { _super.call(this, game, parent); /** * Render camera shadow or not. (default is false) * @type {boolean} */ this.showShadow = false; /** * Color of shadow, in css color string. * @type {string} */ this.shadowColor = 'rgb(0,0,0)'; /** * Blur factor of shadow. * @type {number} */ this.shadowBlur = 10; /** * Offset of the shadow from camera's position. * @type {Point} */ this.shadowOffset = new Phaser.Point(4, 4); this.camera = parent; } Shadow.prototype.preRender = /** * Pre-render is called at the start of the object render cycle, before any transforms have taken place. * It happens directly AFTER a canvas context.save has happened if added to a Camera. */ function () { // Shadow if(this.showShadow == true) { this.game.stage.context.shadowColor = this.shadowColor; this.game.stage.context.shadowBlur = this.shadowBlur; this.game.stage.context.shadowOffsetX = this.shadowOffset.x; this.game.stage.context.shadowOffsetY = this.shadowOffset.y; } }; Shadow.prototype.render = /** * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. */ function () { // Shadow off if(this.showShadow == true) { this.game.stage.context.shadowBlur = 0; this.game.stage.context.shadowOffsetX = 0; this.game.stage.context.shadowOffsetY = 0; } }; return Shadow; })(Phaser.Plugin); CameraFX.Shadow = Shadow; })(Plugins.CameraFX || (Plugins.CameraFX = {})); var CameraFX = Plugins.CameraFX; })(Phaser.Plugins || (Phaser.Plugins = {})); var Plugins = Phaser.Plugins; })(Phaser || (Phaser = {}));