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https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
5d5c64d22f
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
686 lines
15 KiB
HTML
686 lines
15 KiB
HTML
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<h1 class="page-title">Source: core/Filter.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is a base Filter template to use for any Phaser filter development.
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*
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* @class Phaser.Filter
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* @classdesc Phaser - Filter
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} uniforms - Uniform mappings object
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* @param {Array} fragmentSrc - The fragment shader code.
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*/
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Phaser.Filter = function (game, uniforms, fragmentSrc) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
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* @default
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*/
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this.type = Phaser.WEBGL_FILTER;
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/**
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* An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.
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* For example the blur filter has two passes blurX and blurY.
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* @property {array} passes - An array of filter objects.
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* @private
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*/
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this.passes = [this];
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/**
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* @property {array} shaders - Array an array of shaders.
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* @private
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*/
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this.shaders = [];
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/**
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* @property {boolean} dirty - Internal PIXI var.
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* @default
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*/
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this.dirty = true;
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/**
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* @property {number} padding - Internal PIXI var.
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* @default
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*/
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this.padding = 0;
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/**
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* @property {object} uniforms - Default uniform mappings.
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*/
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this.uniforms = {
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time: { type: '1f', value: 0 },
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resolution: { type: '2f', value: { x: 256, y: 256 }},
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mouse: { type: '2f', value: { x: 0.0, y: 0.0 }}
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};
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/**
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* @property {array} fragmentSrc - The fragment shader code.
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*/
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this.fragmentSrc = fragmentSrc || [];
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};
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Phaser.Filter.prototype = {
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/**
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* Should be over-ridden.
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* @method Phaser.Filter#init
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*/
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init: function () {
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// This should be over-ridden. Will receive a variable number of arguments.
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},
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/**
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* Set the resolution uniforms on the filter.
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* @method Phaser.Filter#setResolution
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* @param {number} width - The width of the display.
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* @param {number} height - The height of the display.
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*/
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setResolution: function (width, height) {
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this.uniforms.resolution.value.x = width;
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this.uniforms.resolution.value.y = height;
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},
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/**
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* Updates the filter.
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* @method Phaser.Filter#update
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* @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
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*/
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update: function (pointer) {
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if (typeof pointer !== 'undefined')
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{
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if (pointer.x > 0)
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{
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this.uniforms.mouse.x = pointer.x.toFixed(2);
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}
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if (pointer.y > 0)
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{
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this.uniforms.mouse.y = pointer.y.toFixed(2);
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}
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}
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this.uniforms.time.value = this.game.time.totalElapsedSeconds();
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},
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/**
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* Clear down this Filter and null out references
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* @method Phaser.Filter#destroy
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*/
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destroy: function () {
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this.game = null;
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}
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};
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Phaser.Filter.prototype.constructor = Phaser.Filter;
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/**
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* @name Phaser.Filter#width
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* @property {number} width - The width (resolution uniform)
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*/
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Object.defineProperty(Phaser.Filter.prototype, 'width', {
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get: function() {
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return this.uniforms.resolution.value.x;
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},
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set: function(value) {
|
|
this.uniforms.resolution.value.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Filter#height
|
|
* @property {number} height - The height (resolution uniform)
|
|
*/
|
|
Object.defineProperty(Phaser.Filter.prototype, 'height', {
|
|
|
|
get: function() {
|
|
return this.uniforms.resolution.value.y;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.uniforms.resolution.value.y = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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