mirror of
https://github.com/photonstorm/phaser
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140 lines
3.2 KiB
JavaScript
140 lines
3.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var GameObject = require('../GameObject');
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var IntegerToRGB = require('../../display/color/IntegerToRGB');
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var PIPELINES_CONST = require('../../renderer/webgl/pipelines/const');
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var Render = require('./PointLightRender');
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var RGB = require('../../display/RGB');
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/**
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* @classdesc
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*
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* TODO
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*
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* @class PointLight
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.50.0
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*
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* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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*/
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var PointLight = new Class({
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Extends: GameObject,
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Mixins: [
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Components.AlphaSingle,
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Components.BlendMode,
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Components.Depth,
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Components.GetBounds,
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Components.Mask,
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Components.Pipeline,
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Components.ScrollFactor,
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Components.Transform,
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Components.Visible,
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Render
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],
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initialize:
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function PointLight (scene, x, y, color, radius, intensity, attenuation)
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{
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if (color === undefined) { color = 0xffffff; }
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if (radius === undefined) { radius = 128; }
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if (intensity === undefined) { intensity = 1; }
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if (attenuation === undefined) { attenuation = 0.1; }
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GameObject.call(this, scene, 'PointLight');
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this.initPipeline(PIPELINES_CONST.POINTLIGHT_PIPELINE);
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this.setPosition(x, y);
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var rgb = IntegerToRGB(color);
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this.color = new RGB(rgb.r, rgb.g, rgb.b);
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this.intensity = intensity;
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this.attenuation = attenuation;
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// read only:
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this.width = radius * 2;
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this.height = radius * 2;
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this._radius = radius;
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},
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radius: {
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get: function ()
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{
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return this._radius;
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},
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set: function (value)
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{
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this._radius = value;
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this.width = value * 2;
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this.height = value * 2;
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}
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},
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originX: {
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get: function ()
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{
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return 0.5;
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}
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},
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originY: {
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get: function ()
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{
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return 0.5;
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}
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},
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displayOriginX: {
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get: function ()
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{
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return this._radius;
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}
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},
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displayOriginY: {
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get: function ()
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{
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return this._radius;
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}
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}
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});
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module.exports = PointLight;
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