mirror of
https://github.com/photonstorm/phaser
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237 lines
6.3 KiB
JavaScript
237 lines
6.3 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 RGB = require('../../display/RGB');
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/**
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* @classdesc
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* An Image Game Object.
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*
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* An Image is a light-weight Game Object useful for the display of static images in your game,
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* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
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* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
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* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
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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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],
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initialize:
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function PointLight (scene, x, y, color, radius, intensity)
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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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GameObject.call(this, scene, 'PointLight');
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this.initPipeline('Light2D');
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this.setPosition(x, y);
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var rgb = IntegerToRGB(color);
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this.color = new RGB(
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rgb.r / 255,
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rgb.g / 255,
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rgb.b / 255
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);
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this.intensity = intensity;
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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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// private
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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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/**
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* Internal value to allow Containers to be used for input and physics.
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* Do not change this value. It has no effect other than to break things.
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*
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* @name Phaser.GameObjects.Container#originX
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* @type {number}
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* @readonly
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* @since 3.4.0
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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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/**
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* Internal value to allow Containers to be used for input and physics.
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* Do not change this value. It has no effect other than to break things.
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*
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* @name Phaser.GameObjects.Container#originY
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* @type {number}
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* @readonly
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* @since 3.4.0
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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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/**
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* Internal value to allow Containers to be used for input and physics.
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* Do not change this value. It has no effect other than to break things.
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*
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* @name Phaser.GameObjects.Container#displayOriginX
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* @type {number}
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* @readonly
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* @since 3.4.0
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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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/**
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* Internal value to allow Containers to be used for input and physics.
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* Do not change this value. It has no effect other than to break things.
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*
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* @name Phaser.GameObjects.Container#displayOriginY
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* @type {number}
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* @readonly
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* @since 3.4.0
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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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renderWebGL: function (renderer, src, camera, parentTransformMatrix)
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{
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var pipeline = renderer.pipelines.set(this.pipeline);
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var camMatrix = pipeline._tempMatrix1;
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var lightMatrix = pipeline._tempMatrix2;
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var calcMatrix = pipeline._tempMatrix3;
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var width = src.width;
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var height = src.height;
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var x = -src.radius;
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var y = -src.radius;
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var xw = x + width;
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var yh = y + height;
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lightMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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if (parentTransformMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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lightMatrix.e = src.x;
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lightMatrix.f = src.y;
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}
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else
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{
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lightMatrix.e -= camera.scrollX * src.scrollFactorX;
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lightMatrix.f -= camera.scrollY * src.scrollFactorY;
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}
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(lightMatrix, calcMatrix);
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var lightX = calcMatrix.getX(0, 0);
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var lightY = calcMatrix.getY(0, 0);
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var tx0 = calcMatrix.getX(x, y);
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var ty0 = calcMatrix.getY(x, y);
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var tx1 = calcMatrix.getX(x, yh);
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var ty1 = calcMatrix.getY(x, yh);
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var tx2 = calcMatrix.getX(xw, yh);
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var ty2 = calcMatrix.getY(xw, yh);
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var tx3 = calcMatrix.getX(xw, y);
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var ty3 = calcMatrix.getY(xw, y);
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this.pipeline.batchLight(src, camera, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, lightX, lightY);
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}
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});
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module.exports = PointLight;
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