new Filter(game, uniforms, fragmentSrc)
This is a base Filter class to use for any Phaser filter development.
The vast majority of filters (including all of those that ship with Phaser) use fragment shaders, and therefore only work in WebGL and are not supported by Canvas at all.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
uniforms |
object | Uniform mappings object |
fragmentSrc |
Array | string | The fragment shader code. Either an array, one element per line of code, or a string. |
- Source - core/Filter.js, line 19
Members
-
dirty :boolean
-
Internal PIXI var.
- Default Value:
- true
- Source - core/Filter.js, line 50
-
fragmentSrc :array|string
-
The fragment shader code.
Type:
- array | string
- Source - core/Filter.js, line 98
-
game :Phaser.Game
-
A reference to the currently running game.
- Source - core/Filter.js, line 24
-
height :number
-
The height (resolution uniform)
- Source - core/Filter.js, line 233
-
padding :number
-
Internal PIXI var.
- Source - core/Filter.js, line 56
-
prevPoint :Phaser.Point
-
The previous position of the pointer (we don't update the uniform if the same)
- Source - core/Filter.js, line 61
-
type :number
-
The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
- Source - core/Filter.js, line 30
-
uniforms :object
-
Default uniform mappings. Compatible with ShaderToy and GLSLSandbox.
- Source - core/Filter.js, line 72
-
width :number
-
The width (resolution uniform)
- Source - core/Filter.js, line 217
Methods
-
addToWorld(x, y, width, height, anchorX, anchorY) → {Phaser.Image}
-
Creates a new Phaser.Image object using a blank texture and assigns this Filter to it. The image is then added to the world.
If you don't provide width and height values then Filter.width and Filter.height are used.
If you do provide width and height values then this filter will be resized to match those values.
Parameters:
Name Type Argument Default Description x
number <optional>
0 The x coordinate to place the Image at.
y
number <optional>
0 The y coordinate to place the Image at.
width
number <optional>
The width of the Image. If not specified (or null) it will use Filter.width. If specified Filter.width will be set to this value.
height
number <optional>
The height of the Image. If not specified (or null) it will use Filter.height. If specified Filter.height will be set to this value.
anchorX
number <optional>
0 Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
anchorY
number <optional>
0 Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
Returns:
The newly added Image object.
- Source - core/Filter.js, line 149
-
destroy()
-
Clear down this Filter and null out references
- Source - core/Filter.js, line 203
-
init()
-
Should be over-ridden.
- Source - core/Filter.js, line 104
-
setResolution(width, height)
-
Set the resolution uniforms on the filter.
Parameters:
Name Type Description width
number The width of the display.
height
number The height of the display.
- Source - core/Filter.js, line 112
-
update(pointer)
-
Updates the filter.
Parameters:
Name Type Argument Description pointer
Phaser.Pointer <optional>
A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
- Source - core/Filter.js, line 125