mirror of
https://github.com/photonstorm/phaser
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189 lines
5.6 KiB
JavaScript
189 lines
5.6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 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 Controller = require('./Controller');
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var FX_CONST = require('./const');
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/**
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* @classdesc
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*
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* @class Gradient
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* @extends Phaser.FX.Controller
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* @memberof Phaser.FX
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* @constructor
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* @since 3.60.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
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* @param {number} [color1=0xff0000] - The first gradient color, given as a number value.
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* @param {number} [color2=0x00ff00] - The second gradient color, given as a number value.
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* @param {number} [alpha=0.2] - The alpha value of the gradient effect.
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* @param {number} [fromX=0] - The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* @param {number} [fromY=0] - The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* @param {number} [toX=0] - The horizontal position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels.
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* @param {number} [toY=1] - The vertical position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels.
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* @param {number} [size=0] - How many 'chunks' the gradient is divided in to, as spread over the entire height of the texture. Leave this at zero for a smooth gradient, or set higher for a more retro chunky effect.
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*/
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var Gradient = new Class({
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Extends: Controller,
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initialize:
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function Gradient (gameObject, color1, color2, alpha, fromX, fromY, toX, toY, size)
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{
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if (alpha === undefined) { alpha = 0.2; }
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if (fromX === undefined) { fromX = 0; }
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if (fromY === undefined) { fromY = 0; }
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if (toX === undefined) { toX = 0; }
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if (toY === undefined) { toY = 1; }
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if (size === undefined) { size = 0; }
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Controller.call(this, FX_CONST.GRADIENT, gameObject);
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/**
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* The alpha value of the gradient effect.
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*
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* @name Phaser.FX.Gradient#alpha
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* @type {number}
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* @since 3.60.0
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*/
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this.alpha = alpha;
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/**
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* Sets how many 'chunks' the gradient is divided in to, as spread over the
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* entire height of the texture. Leave this at zero for a smooth gradient,
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* or set to a higher number to split the gradient into that many sections, giving
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* a more banded 'retro' effect.
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*
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* @name Phaser.FX.Gradient#size
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* @type {number}
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* @since 3.60.0
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*/
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this.size = size;
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/**
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* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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*
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* @name Phaser.FX.Gradient#fromX
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* @type {number}
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* @since 3.60.0
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*/
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this.fromX = fromX;
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/**
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* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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*
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* @name Phaser.FX.Gradient#fromY
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* @type {number}
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* @since 3.60.0
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*/
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this.fromY = fromY;
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/**
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* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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*
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* @name Phaser.FX.Gradient#toX
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* @type {number}
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* @since 3.60.0
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*/
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this.toX = toX;
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/**
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* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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*
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* @name Phaser.FX.Gradient#toY
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* @type {number}
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* @since 3.60.0
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*/
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this.toY = toY;
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/**
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* The internal gl color array for the starting color.
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*
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* @name Phaser.FX.Gradient#glcolor1
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* @type {number[]}
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* @since 3.60.0
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*/
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this.glcolor1 = [ 255, 0, 0 ];
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/**
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* The internal gl color array for the ending color.
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*
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* @name Phaser.FX.Gradient#glcolor2
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* @type {number[]}
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* @since 3.60.0
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*/
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this.glcolor2 = [ 0, 255, 0 ];
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if (color1 !== undefined && color1 !== null)
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{
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this.color1 = color1;
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}
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if (color2 !== undefined && color2 !== null)
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{
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this.color2 = color2;
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}
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},
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/**
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* The first gradient color, given as a number value.
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*
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* @name Phaser.FX.Gradient#color1
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* @type {number}
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* @since 3.60.0
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*/
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color1: {
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get: function ()
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{
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var color = this.glcolor1;
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return (((color[0]) << 16) + ((color[1]) << 8) + (color[2] | 0));
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},
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set: function (value)
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{
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var color = this.glcolor1;
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color[0] = ((value >> 16) & 0xFF);
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color[1] = ((value >> 8) & 0xFF);
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color[2] = (value & 0xFF);
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}
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},
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/**
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* The second gradient color, given as a number value.
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*
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* @name Phaser.FX.Gradient#color2
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* @type {number}
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* @since 3.60.0
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*/
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color2: {
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get: function ()
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{
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var color = this.glcolor2;
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return (((color[0]) << 16) + ((color[1]) << 8) + (color[2] | 0));
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},
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set: function (value)
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{
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var color = this.glcolor2;
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color[0] = ((value >> 16) & 0xFF);
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color[1] = ((value >> 8) & 0xFF);
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color[2] = (value & 0xFF);
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}
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}
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});
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module.exports = Gradient;
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