/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var Controller = require('./Controller'); var FX_CONST = require('./const'); /** * @classdesc * * @class Bokeh * @extends Phaser.FX.Controller * @memberof Phaser.FX * @constructor * @since 3.60.0 * * @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx. * @param {number} [radius=0.5] - The radius of the bokeh effect. * @param {number} [amount=1] - The amount of the bokeh effect. * @param {number} [contrast=0.2] - The color contrast of the bokeh effect. * @param {boolean} [isTiltShift=false] - Is this a bokeh or Tile Shift effect? * @param {number} [blurX=1] - If Tilt Shift, the amount of horizontal blur. * @param {number} [blurY=1] - If Tilt Shift, the amount of vertical blur. * @param {number} [strength=1] - If Tilt Shift, the strength of the blur. */ var Bokeh = new Class({ Extends: Controller, initialize: function Bokeh (gameObject, radius, amount, contrast, isTiltShift, blurX, blurY, strength) { if (radius === undefined) { radius = 0.5; } if (amount === undefined) { amount = 1; } if (contrast === undefined) { contrast = 0.2; } if (isTiltShift === undefined) { isTiltShift = false; } if (blurX === undefined) { blurX = 1; } if (blurY === undefined) { blurY = 1; } if (strength === undefined) { strength = 1; } Controller.call(this, FX_CONST.BOKEH, gameObject); this.radius = radius; this.amount = amount; this.contrast = contrast; this.isTiltShift = isTiltShift; this.strength = strength; this.blurX = blurX; this.blurY = blurY; } }); module.exports = Bokeh;